Storage medium storing game program, game system, game apparatus, and game processing method

ABSTRACT

In a first mode, an aiming direction in a virtual space is determined based on a second operation input, and a player character is caused to launch, in the aiming direction, an item that affects a field character disposed on a field in the virtual space, based on a third operation input. In a second mode, the aiming direction is determined, based on the second operation input, and the player character is caused to launch, in the aiming direction, a fighting character that fights, based on the third operation input.

CROSS-REFERENCE TO RELATED APPLICATION

This application claims priority to Japanese Patent Application No.2021-208275, filed on Dec. 22, 2021, the entire contents of which areincorporated herein by reference.

FIELD

The technology disclosed herein relates to game program-storing media,game systems, game apparatuses, and game processing methods that executea process on a character in a virtual space.

BACKGROUND AND SUMMARY

There has conventionally been a game program that allows a playercharacter to catch a character in a virtual space and possess thecharacter.

However, the above game program allows a player character to catch acharacter only during a fight, and does not allow a player character tocatch a character on a field.

With the above in mind, it is an object of the present non-limitingexample to provide a game program-storing medium, game system, gameapparatus, and game processing method that are capable of allowing aplayer character to perform a variety of actions on a field in a virtualspace.

To achieve the object, the present non-limiting example may have thefollowing features, for example.

A non-limiting example of a non-transitory computer-readable storagemedium having stored therein a game program of the present non-limitingexample is executed by a computer of an information processingapparatus. The game program causes the computer to perform operationscomprising: switching between at least a first and a second mode, basedon a first operation input; and in the first mode, determining an aimingdirection in a virtual space, based on a second operation input, andcausing a player character to launch, in the aiming direction, an itemthat affects a field character disposed on a field in the virtual space,based on a third operation input, and when the item is launched at aplace where the field character is disposed, giving an effect associatedwith the item to the field character, and in the second mode,determining the aiming direction, based on the second operation input,and causing the player character to launch, in the aiming direction, afighting character that fights, based on the third operation input, andwhen the fighting character is launched at a place where the fieldcharacter is disposed, causing the field character and the fightingcharacter to start fighting against each other on the field.

Thus, by switching between the first mode and the second mode, theplayer character can be caused to perform different actions, i.e., anaction of launching, at a field character as a target on a field, anitem that affects the field character, and an action of launching afighting character that fights against a field character on a field,according to an operation input for causing the player character toperform a launching action in the direction indicated by an aimingpoint.

The item may include at least a catching item for catching the fieldcharacter. The game program may further cause the computer to performoperations comprising: when the catching item launched in the first modehits the field character, performing successful-catch determinationrelating to whether or not the catching is successful; and when theresult of the successful-catch determination is positive, setting thefield character hit by the catching item in a player’s possession.

Thus, the user can choose whether to catch a field character or cause afighting character to fight against a field character.

The item may further include an item having the effect of causing theresult of the successful-catch determination to be more likely to bepositive.

Thus, before a catching item is launched, successful-catch determinationinvolved with the use of the catching item can be made more likely to bepositive.

The item may further include an item having the effect of setting alimitation on a movement of the field character on the field.

Thus, by setting a limitation on a movement of a field character as atarget on a field, a catching item is more likely to hit the fieldcharacter.

The game program may further cause the computer to perform operationscomprising: aligning the aiming direction with the field character,based on a fourth operation input.

Thus, the aiming direction can be easily aligned with a field characteras a target on a field.

The game program may further cause the computer to perform operationscomprising: displaying an indicator indicating how likely the result ofthe successful-catch determination is to be positive for a fieldcharacter with which the aiming direction is aligned, based on thefourth operation input.

Thus, the indicator can be used in determination of whether or not toperform catching using a catching item. While the aiming direction isaligned with a field character, the indicator is displayed. Therefore, acatching item can be launched after the determination has been done.

The game program may further cause the computer to perform operationscomprising: displaying information about a field character with whichthe aiming direction is aligned, based on the fourth operation input anda fifth operation input.

Thus, information about a field character as a target on a field can beeasily viewed.

The information about the field character may include missioninformation about a history of an in-game mission including at least thenumber of the caught field characters and the number of times of a fightagainst the field character.

Thus, the history of missions is displayed for a field character as atarget on a field, and can be used in determination of whether to choosethe catch or the fight.

The game program may further cause the computer to perform operationscomprising: causing the fighting character and the field character tofight against each other on the field, based on an operation inputincluding at least an instruction to attack by the fighting characterand an instruction to use an item, after start of the fight; when aninstruction to use the catching item is issued during the fight,performing successful-catch determination of whether or not the fieldcharacter is successfully caught using the catching item, based on astate of the field character that is changed due to the fight; and whenthe result of the successful-catch determination is positive during thefight, setting the field character in a player’s possession.

Thus, it is possible to choose whether to catch a field character duringa period of time other than a fight using a fighting character or catcha field character during the fight.

The game program may further cause the computer to perform operationscomprising: in the fight, displaying an indicator indicating a state ofthe field character related to at least physical strength, at a locationthat is set corresponding to a location of the field character, andcontrolling an orientation of a virtual camera, based on a sixthoperation input.

Thus, even when an indicator indicating the physical strength of a fieldcharacter is not displayed, the orientation of a virtual camera can bechanged by an operation input. Therefore, the indicator can be displayedwhen desired by the user.

The game program may further cause the computer to perform operationscomprising: in the second mode, when the fighting character is launchedat a place where a collection object indicating that an item is allowedto be obtained is disposed on the field, causing the fighting characterto perform an action with respect to the collection object, and settingthe item associated with the collection object in a player’s possession.

Thus, a fighting character can be used in other situations in additionto a fight against a field character.

The game program may further cause the computer to perform operationscomprising: displaying a mark indicating the aiming direction in adisplay form that differs between the first mode and the second mode.

Thus, what is to be thrown by the player character can be easilyrecognized even while aligning the aiming point with a field character.

The item may be an event item that causes progression of an in-gameevent by hitting the field character. The game program may further causethe computer to perform operations comprising: in the in-game event,when a plurality of the event items have hit the field character until aclear condition is satisfied, determining that the in-game event iscleared, and when the fight against the field character is won, causingthe clear condition to be easier to satisfy.

Thus, by switching between the first mode in which an item that affectsa field character is launched and the second mode in which a fightingcharacter that fights against a field character on a field is launched,various strategic aspects for clearing an in-game event can be provided.

The game program may further cause the computer to perform operationscomprising: when the fight against the field character is won, setting alimitation on a movement of the field character in the virtual spaceduring at least a period of time.

Thus, when a fighting character wins a fight against a field character,an item is more likely to hit the field character. Therefore, an in-gameevent can be advantageously cleared by the fight instead of launching ofan item.

The clear condition may be that an event parameter that is reduced eachtime the event item hits the field character is lower than or equal to areference. The game program may further cause the computer to performoperations comprising: when the fight against the field character iswon, relatively increasing a reduction amount of the event parametercorresponding to hitting by the event item during at least a period oftime.

Thus, the effect of an item launched in an in-game event can beincreased. Therefore, an in-game event can be more advantageouslycleared by the fight instead of launching of an item.

The present non-limiting example may be implemented in the form of agame apparatus, game system, and game processing method.

According to the present non-limiting example, by switching between thefirst mode and the second mode, the player character can be caused toperform different actions, i.e., an action of launching, at a fieldcharacter as a target on a field, an item that affects the fieldcharacter, and an action of launching a fighting character that fightsagainst a field character on a field, according to an operation inputfor causing the player character to perform a launching action in thedirection indicated by an aiming point.

These and other objects, features, aspects and advantages of the presentexemplary embodiment will become more apparent from the followingdetailed description of the present exemplary embodiment when taken inconjunction with the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a diagram illustrating a non-limiting example of a state wherea left controller 3 and a right controller 4 are attached to a main bodyapparatus 2,

FIG. 2 is a diagram illustrating a non-limiting example of a state wherea left controller 3 and a right controller 4 are detached from a mainbody apparatus 2,

FIG. 3 illustrates six orthogonal views of a non-limiting example of amain body apparatus 2,

FIG. 4 illustrates six orthogonal views of a non-limiting example of aleft controller 3,

FIG. 5 illustrates six orthogonal views of a non-limiting example of aright controller 4,

FIG. 6 is a block diagram illustrating a non-limiting example of aninternal configuration of a main body apparatus 2,

FIG. 7 is a block diagram illustrating examples of internalconfigurations of a main body apparatus 2, a left controller 3, and aright controller 4,

FIG. 8 is a diagram illustrating a non-limiting example of a game imagein a first stage of catching of a field character FC,

FIG. 9 is a diagram illustrating a non-limiting example of a game imagein a second stage of catching of a field character FC,

FIG. 10 is a diagram illustrating a non-limiting example of a game imagein a third stage of catching of a field character FC,

FIG. 11 is a diagram illustrating a non-limiting example of a game imagein a first stage of a fight between a field character FC and a fightingcharacter BC,

FIG. 12 is a diagram illustrating a non-limiting example of a game imagein a second stage of a fight between a field character FC and a fightingcharacter BC,

FIG. 13 is a diagram illustrating a non-limiting example of a game imagein a third stage of a fight between a field character FC and a fightingcharacter BC,

FIG. 14 is a diagram illustrating a non-limiting example of a game imagein a fourth stage of a fight between a field character FC and a fightingcharacter BC,

FIG. 15 is a diagram illustrating a non-limiting example of a game imagein a first stage of collection of a collection object OBJ by a fightingcharacter BC,

FIG. 16 is a diagram illustrating a non-limiting example of a game imagein a second stage of collection of a collection object OBJ by a fightingcharacter BC,

FIG. 17 is a diagram illustrating a non-limiting example of a pictorialrepresentation of a field character FC,

FIG. 18 is a diagram illustrating a non-limiting example of a game imageof an attack on a boss character MC,

FIG. 19 is a diagram illustrating a non-limiting example of a game imagein a first stage of a fight between a boss character MC and a fightingcharacter BC,

FIG. 20 is a diagram illustrating a non-limiting example of a game imagein a second stage of a fight between a boss character MC and a fightingcharacter BC,

FIG. 21 is a diagram illustrating a non-limiting example of a data areaset in a DRAM 85 of a main body apparatus 2 in the present non-limitingexample,

FIG. 22 is a flowchart illustrating a non-limiting example of a gameprocess executed in a game system 1,

FIG. 23 is a subroutine illustrating a specific non-limiting example ofan item use process executed in step S125 of FIG. 22 ,

FIG. 24 is a subroutine illustrating a specific non-limiting example ofa first character use process executed in step S127 of FIG. 22 ,

FIG. 25 is a subroutine illustrating a specific non-limiting example ofa boss item use process executed in step S130 of FIG. 22 , and

FIG. 26 is a subroutine illustrating a specific non-limiting example ofa second character use process executed in step S132 of FIG. 22 .

DETAILED DESCRIPTION OF NON-LIMITING EXAMPLE EMBODIMENTS

A game system according to the present non-limiting example will now bedescribed. A non-limiting example of a game system 1 according to thepresent non-limiting example includes a main body apparatus (informationprocessing apparatus serving as the main body of a game apparatus in thepresent non-limiting example) 2, a left controller 3, and a rightcontroller 4. The left controller 3 and the right controller 4 areattachable to and detachable from the main body apparatus 2. That is,the user can attach the left controller 3 and the right controller 4 tothe main body apparatus 2, and use them as a unified apparatus. The usercan also use the main body apparatus 2 and the left controller 3 and theright controller 4 separately from each other (see FIG. 2 ). In thedescription that follows, a hardware configuration of the game system 1of the present non-limiting example is described, and thereafter, thecontrol of the game system 1 of the present non-limiting example isdescribed.

FIG. 1 is a diagram illustrating a non-limiting example of the statewhere the left controller 3 and the right controller 4 are attached tothe main body apparatus 2. As illustrated in FIG. 1 , each of the leftcontroller 3 and the right controller 4 is attached to and unified withthe main body apparatus 2. The main body apparatus 2 is an apparatus forperforming various processes (e.g., game processing) in the game system1. The main body apparatus 2 includes a display 12. Each of the leftcontroller 3 and the right controller 4 is an apparatus includingoperation sections with which a user provides inputs.

FIG. 2 is a diagram illustrating a non-limiting example of the statewhere each of the left controller 3 and the right controller 4 isdetached from the main body apparatus 2. As illustrated in FIGS. 1 and 2, the left controller 3 and the right controller 4 are attachable to anddetachable from the main body apparatus 2. It should be noted thathereinafter, the left controller 3 and the right controller 4 willoccasionally be referred to collectively as a “controller.”

FIG. 3 illustrates six orthogonal views of anon-limiting example of themain body apparatus 2. As illustrated in FIG. 3 , the main bodyapparatus 2 includes an approximately plate-shaped housing 11. In thepresent non-limiting example, a main surface (in other words, a surfaceon a front side, i.e., a surface on which the display 12 is provided) ofthe housing 11 has a generally rectangular shape.

It should be noted that the shape and the size of the housing 11 areoptional. As a non-limiting example, the housing 11 may be of a portablesize. Further, the main body apparatus 2 alone or the unified apparatusobtained by attaching the left controller 3 and the right controller 4to the main body apparatus 2 may function as a mobile apparatus. Themain body apparatus 2 or the unified apparatus may function as ahandheld apparatus or a portable apparatus.

As illustrated in FIG. 3 , the main body apparatus 2 includes thedisplay 12, which is provided on the main surface of the housing 11. Thedisplay 12 displays an image generated by the main body apparatus 2. Inthe present non-limiting example, the display 12 is a liquid crystaldisplay device (LCD). The display 12, however, may be a display deviceof any suitable type.

In addition, the main body apparatus 2 includes a touch panel 13 on thescreen of the display 12. In the present non-limiting example, the touchpanel 13 allows multi-touch input (e.g., a capacitive touch panel). Itshould be noted that the touch panel 13 may be of any suitable type,e.g., it allows single-touch input (e.g., a resistive touch panel).

The main body apparatus 2 includes a speaker (i.e., a speaker 88illustrated in FIG. 6 ) inside the housing 11. As illustrated in FIG. 3, speaker holes 11a and 11b are formed in the main surface of thehousing 11. The speaker 88 outputs sounds through the speaker holes 11aand 11b.

The main body apparatus 2 also includes a left-side terminal 17 thatenables wired communication between the main body apparatus 2 and theleft controller 3, and a right-side terminal 21 that enables wiredcommunication between the main body apparatus 2 and the right controller4.

As illustrated in FIG. 3 , the main body apparatus 2 includes a slot 23.The slot 23 is provided on an upper side surface of the housing 11. Theslot 23 is so shaped as to allow a predetermined type of storage mediumto be attached to the slot 23. The predetermined type of storage mediumis, for example, a dedicated storage medium (e.g., a dedicated memorycard) for the game system 1 and an information processing apparatus ofthe same type as the game system 1. The predetermined type of storagemedium is used to store, for example, data (e.g., saved data of anapplication or the like) used by the main body apparatus 2 and/or aprogram (e.g., a program for an application or the like) executed by themain body apparatus 2. Further, the main body apparatus 2 includes apower button 28.

The main body apparatus 2 includes a lower-side terminal 27. Thelower-side terminal 27 allows the main body apparatus 2 to communicatewith a cradle. In the present non-limiting example, the lower-sideterminal 27 is a USB connector (more specifically, a female connector).When the unified apparatus or the main body apparatus 2 alone is placedon the cradle, the game system 1 can display, on a stationary monitor,an image that is generated and output by the main body apparatus 2.Also, in the present non-limiting example, the cradle has the functionof charging the unified apparatus or the main body apparatus 2 alone,being placed thereon. The cradle also functions as a hub device(specifically, a USB hub).

FIG. 4 illustrates six orthogonal views of a non-limiting example of theleft controller 3. As illustrated in FIG. 4 , the left controller 3includes a housing 31. In the present non-limiting example, the housing31 has a vertically long shape, e.g., is shaped to be long in an up-downdirection (i.e., a y-axis direction illustrated in FIGS. 1 and 4 ). Inthe state where the left controller 3 is detached from the main bodyapparatus 2, the left controller 3 can also be held in the orientationin which the left controller 3 is vertically long. The housing 31 hassuch a shape and a size that when held in the orientation in which thehousing 31 is vertically long, the housing 31 can be held with one hand,particularly the left hand. Further, the left controller 3 can also beheld in the orientation in which the left controller 3 is horizontallylong. When held in the orientation in which the left controller 3 ishorizontally long, the left controller 3 may be held with both hands.

The left controller 3 includes an analog stick 32. As illustrated inFIG. 4 , the analog stick 32 is provided on a main surface of thehousing 31. The analog stick 32 can be used as a direction input sectionwith which a direction can be input. The user tilts the analog stick 32and thereby can input a direction corresponding to the direction of thetilt (and input a magnitude corresponding to the angle of the tilt). Itshould be noted that the left controller 3 may include a directionalpad, a slide stick that allows a slide input, or the like as thedirection input section, instead of the analog stick. Further, in thepresent non-limiting example, it is possible to provide an input bypressing the analog stick 32.

The left controller 3 includes various operation buttons. The leftcontroller 3 includes four operation buttons 33 to 36 (specifically, aright direction button 33, a down direction button 34, an up directionbutton 35, and a left direction button 36) on the main surface of thehousing 31. Further, the left controller 3 includes a record button 37and a “-” (minus) button 47. The left controller 3 includes a firstL-button 38 and a ZL-button 39 in an upper left portion of a sidesurface of the housing 31. Further, the left controller 3 includes asecond L-button 43 and a second R-button 44, on the side surface of thehousing 31 on which the left controller 3 is attached to the main bodyapparatus 2. These operation buttons are used to give instructionsdepending on various programs (e.g., an OS program and an applicationprogram) executed by the main body apparatus 2.

The left controller 3 also includes a terminal 42 that enables wiredcommunication between the left controller 3 and the main body apparatus2.

FIG. 5 illustrates six orthogonal views of a non-limiting example of theright controller 4. As illustrated in FIG. 5 , the right controller 4includes a housing 51. In the present non-limiting example, the housing51 has a vertically long shape, e.g., is shaped to be long in theup-down direction. In the state where the right controller 4 is detachedfrom the main body apparatus 2, the right controller 4 can also be heldin the orientation in which the right controller 4 is vertically long.The housing 51 has such a shape and a size that when held in theorientation in which the housing 51 is vertically long, the housing 51can be held with one hand, particularly the right hand. Further, theright controller 4 can also be held in the orientation in which theright controller 4 is horizontally long. When held in the orientation inwhich the right controller 4 is horizontally long, the right controller4 may be held with both hands.

Similarly to the left controller 3, the right controller 4 includes ananalog stick 52 as a direction input section. In the presentnon-limiting example, the analog stick 52 has the same configuration asthat of the analog stick 32 of the left controller 3. Further, the rightcontroller 4 may include a directional pad, a slide stick that allows aslide input, or the like, instead of the analog stick. Further,similarly to the left controller 3, the right controller 4 includes fouroperation buttons 53 to 56 (specifically, an A-button 53, a B-button 54,an X-button 55, and a Y-button 56) on a main surface of the housing 51.Further, the right controller 4 includes a “+” (plus) button 57 and ahome button 58. Further, the right controller 4 includes a firstR-button 60 and a ZR-button 61 in an upper right portion of a sidesurface of the housing 51. Further, similarly to the left controller 3,the right controller 4 includes a second L-button 65 and a secondR-button 66.

Further, the right controller 4 includes a terminal 64 for allowing theright controller 4 to perform wired communication with the main bodyapparatus 2.

FIG. 6 is a block diagram illustrating a non-limiting example of aninternal configuration of the main body apparatus 2. The main bodyapparatus 2 includes components 81 to 91, 97, and 98 illustrated in FIG.6 in addition to the components illustrated in FIG. 3 . Some of thecomponents 81 to 91, 97, and 98 may be implemented as electronic partson an electronic circuit board, which is contained in the housing 11.

The main body apparatus 2 includes a processor 81. The processor 81 isan information processor for executing various types of informationprocessing to be executed by the main body apparatus 2. For example, theCPU 81 may include only a central processing unit (CPU), or may be asystem-on-a-chip (SoC) having a plurality of functions such as a CPUfunction and a graphics processing unit (GPU) function. The processor 81executes an information processing program (e.g., a game program) storedin a storage section (specifically, an internal storage medium such as aflash memory 84, an external storage medium that is attached to the slot23, or the like), thereby executing the various types of informationprocessing.

The main body apparatus 2 includes a flash memory 84 and a dynamicrandom access memory (DRAM) 85 as examples of internal storage mediabuilt in itself. The flash memory 84 and the DRAM 85 are connected tothe CPU 81. The flash memory 84 is mainly used to store various data (orprograms) to be saved in the main body apparatus 2. The DRAM 85 is usedto temporarily store various data used in information processing.

The main body apparatus 2 includes a slot interface (hereinafterabbreviated to “I/F”) 91. The slot I/F 91 is connected to the processor81. The slot I/F 91 is connected to the slot 23, and reads and writesdata from and to a predetermined type of storage medium (e.g., adedicated memory card) attached to the slot 23, in accordance withcommands from the processor 81.

The processor 81 reads and writes, as appropriate, data from and to theflash memory 84, the DRAM 85, and each of the above storage media,thereby executing the above information processing.

The main body apparatus 2 includes a network communication section 82.The network communication section 82 is connected to the processor 81.The network communication section 82 communicates (specifically, throughwireless communication) with an external apparatus via a network. In thepresent non-limiting example, as a first communication form, the networkcommunication section 82 connects to a wireless LAN and communicateswith an external apparatus, using a method compliant with the Wi-Fistandard. Further, as a second communication form, the networkcommunication section 82 wirelessly communicates with another main bodyapparatus 2 of the same type, using a predetermined communication method(e.g., communication based on a particular protocol or infrared lightcommunication). It should be noted that the wireless communication inthe above second communication form achieves the function of allowingso-called “local communication,” in which the main body apparatus 2 canwirelessly communicate with another main body apparatus 2 located in aclosed local network area, and the plurality of main body apparatuses 2directly communicate with each other to exchange data.

The main body apparatus 2 includes a controller communication section83. The controller communication section 83 is connected to theprocessor 81. The controller communication section 83 wirelesslycommunicates with the left controller 3 and/or the right controller 4.The main body apparatus 2 may communicate with the left and rightcontrollers 3 and 4 using any suitable communication method. In thepresent non-limiting example, the controller communication section 83performs communication with the left and right controllers 3 and 4 inaccordance with the Bluetooth (registered trademark) standard.

The processor 81 is connected to the left-side terminal 17, theright-side terminal 21, and the lower-side terminal 27. When performingwired communication with the left controller 3, the processor 81transmits data to the left controller 3 via the left-side terminal 17and also receives operation data from the left controller 3 via theleft-side terminal 17. Further, when performing wired communication withthe right controller 4, the processor 81 transmits data to the rightcontroller 4 via the right-side terminal 21 and also receives operationdata from the right controller 4 via the right-side terminal 21.Further, when communicating with the cradle, the processor 81 transmitsdata to the cradle via the lower-side terminal 27. As described above,in the present non-limiting example, the main body apparatus 2 canperform both wired communication and wireless communication with each ofthe left and right controllers 3 and 4. Further, when the unifiedapparatus obtained by attaching the left and right controllers 3 and 4to the main body apparatus 2 or the main body apparatus 2 alone isattached to the cradle, the main body apparatus 2 can output data (e.g.,image data or sound data) to a stationary monitor or the like via thecradle.

Here, the main body apparatus 2 can communicate with a plurality of leftcontrollers 3 simultaneously (or in parallel). Further, the main bodyapparatus 2 can communicate with a plurality of right controllers 4simultaneously (or in parallel). Thus, a plurality of users cansimultaneously provide inputs to the main body apparatus 2, each using aset of left and right controllers 3 and 4. As a non-limiting example, afirst user can provide an input to the main body apparatus 2 using afirst set of left and right controllers 3 and 4, and at the same time, asecond user can provide an input to the main body apparatus 2 using asecond set of left and right controllers 3 and 4.

Further, the display 12 is connected to the processor 81. The processor81 displays, on the display 12, a generated image (e.g., an imagegenerated by executing the above information processing) and/or anexternally obtained image.

The main body apparatus 2 includes a codec circuit 87 and speakers(specifically, a left speaker and a right speaker) 88. The codec circuit87 is connected to the speakers 88 and an audio input/output terminal 25and also connected to the processor 81. The codec circuit 87 is forcontrolling the input and output of audio data to and from the speakers88 and the sound input/output terminal 25.

Further, the main body apparatus 2 includes an acceleration sensor 89.In the present non-limiting example, the acceleration sensor 89 detectsthe magnitudes of accelerations along predetermined three axial (e.g.,the x-, y-, and z-axes shown in FIG. 1 ) directions. It should be notedthat the acceleration sensor 89 may detect an acceleration along oneaxial direction or accelerations along two axial directions.

Further, the main body apparatus 2 includes an angular velocity sensor90. In the present non-limiting example, the angular velocity sensor 90detects angular velocities about predetermined three axes (e.g., the x-,y-, and z-axes shown in FIG. 1 ). It should be noted that the angularvelocity sensor 90 may detect an angular velocity about one axis orangular velocities about two axes.

The acceleration sensor 89 and the angular velocity sensor 90 areconnected to the processor 81. The detection results of the accelerationsensor 89 and the angular velocity sensor 90 are output to the processor81. Based on the detection results of the acceleration sensor 89 and theangular velocity sensor 90, the processor 81 can calculate informationabout a motion and/or orientation of the main body apparatus 2.

The main body apparatus 2 includes a power control section 97 and abattery 98. The power control section 97 is connected to the battery 98and the processor 81. Further, although not illustrated, the powercontrol section 97 is connected to components of the main body apparatus2 (specifically, components that receive power supplied from the battery98, the left-side terminal 17, and the right-side terminal 21). Based ona command from the processor 81, the power control section 97 controlsthe supply of power from the battery 98 to each of the above components.

Further, the battery 98 is connected to the lower-side terminal 27. Whenan external charging device (e.g., the cradle) is connected to thelower-side terminal 27, and power is supplied to the main body apparatus2 via the lower-side terminal 27, the battery 98 is charged with thesupplied power.

FIG. 7 is a block diagram illustrating non-limiting examples of theinternal configurations of the main body apparatus 2, the leftcontroller 3, and the right controller 4. It should be noted that thedetails of the internal configuration of the main body apparatus 2 areillustrated in FIG. 6 and therefore are omitted in FIG. 7 .

The left controller 3 includes a communication control section 101,which communicates with the main body apparatus 2. As illustrated inFIG. 7 , the communication control section 101 is connected tocomponents including the terminal 42. In the present non-limitingexample, the communication control section 101 can communicate with themain body apparatus 2 through both wired communication via the terminal42 and wireless communication without via the terminal 42. Thecommunication control section 101 controls the method for communicationperformed by the left controller 3 with the main body apparatus 2. Thatis, when the left controller 3 is attached to the main body apparatus 2,the communication control section 101 communicates with the main bodyapparatus 2 via the terminal 42. Further, when the left controller 3 isdetached from the main body apparatus 2, the communication controlsection 101 wirelessly communicates with the main body apparatus 2(specifically, the controller communication section 83). The wirelesscommunication between the communication control section 101 and thecontroller communication section 83 is performed in accordance with theBluetooth (registered trademark) standard, for example.

Further, the left controller 3 includes a memory 102 such as a flashmemory. The communication control section 101 includes, for example, amicrocomputer (or a microprocessor) and executes firmware stored in thememory 102, thereby performing various processes.

The left controller 3 includes buttons 103 (specifically, the buttons 33to 39, 43, 44, and 47). Further, the left controller 3 includes theanalog stick (“stick” in FIG. 7 ) 32. Each of the buttons 103 and theanalog stick 32 outputs information regarding an operation performed onitself to the communication control section 101 repeatedly atappropriate timing.

The left controller 3 includes inertial sensors. Specifically, the leftcontroller 3 includes an acceleration sensor 104. Further, the leftcontroller 3 includes an angular velocity sensor 105. In the presentnon-limiting example, the acceleration sensor 104 detects the magnitudesof accelerations along predetermined three axial (e.g., the x-, y-, andz-axes shown in FIG. 4 ) directions. It should be noted that theacceleration sensor 104 may detect an acceleration along one axialdirection or accelerations along two axial directions. In the presentnon-limiting example, an angular velocity sensor 105 detects angularvelocities about predetermined three axes (e.g., the x-, y-, and z-axesshown in FIG. 4 ). It should be noted that the angular velocity sensor105 may detect an angular velocity about one axis or angular velocitiesabout two axes. Each of the acceleration sensor 104 and the angularvelocity sensor 105 is connected to the communication control section101. Then, the detection results of the acceleration sensor 104 and theangular velocity sensor 105 are output to the communication controlsection 101 repeatedly at appropriate timing.

The communication control section 101 acquires information regarding aninput (specifically, information regarding an operation or the detectionresult of the sensor) from each of input sections (specifically, thebuttons 103 and the analog stick 32). The communication control section101 transmits operation data including the acquired information (orinformation obtained by performing predetermined processing on theacquired information) to the main body apparatus 2. It should be notedthat the operation data is transmitted repeatedly, once everypredetermined time. It should be noted that the interval at which theinformation regarding an input is transmitted from each of the inputsections to the main body apparatus 2 may or may not be the same.

The above operation data is transmitted to the main body apparatus 2,whereby the main body apparatus 2 can obtain inputs provided to the leftcontroller 3. That is, the main body apparatus 2 can determineoperations on the buttons 103 and the analog stick 32 based on theoperation data. Further, the main body apparatus 2 can calculateinformation regarding the motion and/or the orientation of the leftcontroller 3 based on the operation data (specifically, the detectionresults of the acceleration sensor 104 and the angular velocity sensor105).

The left controller 3 includes a power supply section 108. In thepresent non-limiting example, the power supply section 108 includes abattery and a power control circuit. Although not illustrated in FIG. 7, the power control circuit is connected to the battery and alsoconnected to components of the left controller 3 (specifically,components that receive power supplied from the battery).

As illustrated in FIG. 7 , the right controller 4 includes acommunication control section 111, which communicates with the main bodyapparatus 2. Further, the right controller 4 includes a memory 112,which is connected to the communication control section 111. Thecommunication control section 111 is connected to components includingthe terminal 64. The communication control section 111 and the memory112 have functions similar to those of the communication control section101 and the memory 102, respectively, of the left controller 3. Thus, acommunication control section 111 can communicate with the main bodyapparatus 2 through both wired communication via the terminal 64 andwireless communication without via the terminal 64 (specifically,communication compliant with the Bluetooth (registered trademark)standard). The communication control section 111 controls the method forcommunication performed by the right controller 4 with the main bodyapparatus 2.

The right controller 4 includes input sections similar to the inputsections of the left controller 3. Specifically, the right controller 4includes buttons 113, the analog stick 52, and inertial sensors (anacceleration sensor 114 and an angular velocity sensor 115). These inputsections have functions similar to those of the input sections of theleft controller 3 and operate similarly to the input sections of theleft controller 3.

The right controller 4 includes a power supply section 118. The powersupply section 118 has a function similar to that of the power supplysection 108 of the left controller 3 and operates similarly to the powersupply section 108.

As described above, in the game system 1 of the present non-limitingexample, the left controller 3 and the right controller 4 are removablefrom the main body apparatus 2. In addition, when the unified apparatusobtained by attaching the left controller 3 and the right controller 4to the main body apparatus 2 or the main body apparatus 2 alone isattached to the cradle, an image (and sound) can be output on anexternal display device, such as a stationary monitor or the like. Thegame system 1 will be described below according to a non-limitingembodiment in which an image is displayed on the display 12. It shouldbe noted that in the case where the game system 1 is used in anembodiment in which an image is displayed on the display 12, the gamesystem 1 may be used with the left controller 3 and the right controller4 attached to the main body apparatus 2. (e.g., the main body apparatus2, the left controller 3, and the right controller 4 are integrated in asingle housing).

A game is played using a virtual space displayed on the display 12,according to operations performed on the operation buttons and sticks ofthe left controller 3 and/or the right controller 4, or touch operationsperformed on the touch panel 13 of the main body apparatus 2, in thegame system 1. In the present non-limiting example, as a non-limitingexample, a game in which a player character PC and a field character FC,which perform an action on a field in the virtual space, and characterssuch as a fighting character BC that fights against the field characterFC on the field, are employed, can be played according to the user’soperation performed using the operation buttons, the sticks, and thetouch panel 13.

An overview of a game process executed in the game system 1 will begiven with reference to FIGS. 8 to 20 . It should be noted that FIG. 8is a diagram illustrating a non-limiting example of a game image in afirst stage of catching of a field character FC. FIG. 9 is a diagramillustrating a non-limiting example of a game image in a second stage ofcatching of a field character FC. FIG. 10 is a diagram illustrating anon-limiting example of a game image in a third stage of catching of afield character FC. FIG. 11 is a diagram illustrating a non-limitingexample of a game image in a first stage of a fight between a fieldcharacter FC and a fighting character BC. FIG. 12 is a diagramillustrating a non-limiting example of a game image in a second stage ofa fight between a field character FC and a fighting character BC. FIG.13 is a diagram illustrating a non-limiting example of a game image in athird stage of a fight between a field character FC and a fightingcharacter BC. FIG. 14 is a diagram illustrating a non-limiting exampleof a game image in a fourth stage of a fight between a field characterFC and a fighting character BC. FIG. 15 is a diagram illustrating anon-limiting example of a game image in a first stage of collection of acollection object OBJ by a fighting character BC. FIG. 16 is a diagramillustrating a non-limiting example of a game image in a second stage ofcollection of a collection object OBJ by a fighting character BC. FIG.17 is a diagram illustrating a non-limiting example of a pictorialrepresentation of a field character FC. FIG. 18 is a diagramillustrating a non-limiting example of a game image of an attack on aboss character MC. FIG. 19 is a diagram illustrating a non-limitingexample of a game image in a first stage of a fight between a bosscharacter MC and a fighting character BC. FIG. 20 is a diagramillustrating a non-limiting example of a game image in a second stage ofa fight between a boss character MC and a fighting character BC.

First Non-limiting Embodiment

A game process according to a first non-limiting embodiment will bedescribed. In the first non-limiting embodiment, a player character PCis caused to perform different actions in different modes, i.e., switchbetween a first and a second mode. In the first mode, the playercharacter PC is caused to perform an action of launching, at a fieldcharacter FC as a target on a field, an item that affects a fieldcharacter FC, according to an operation input for causing the playercharacter PC to perform a launching action in the direction indicated byan aiming point M. In the second mode, the player character PC is causedto perform an action of launching, at a field character FC on a field, afighting character BC that fights against a field character FC,according to an operation input for causing the player character PC toperform a launching action in the direction indicated by an aiming pointM.

In FIG. 8 , a game image indicating that the player character PC isdisposed in a virtual space is displayed on the display 12 of the gamesystem 1. The player character PC performs an action in the virtualspace according to the user’s operation. In the game image displayed onthe display 12, a field character FC disposed in the virtual space isdisplayed. A plurality of field characters FC are disposed on the fieldin the virtual space, and are caused to perform an action in the virtualspace by automatic control performed by the processor 81 based on apredetermined algorithm or the like. A user who operates the playercharacter PC can cause the player character PC to perform an action tocatch a. field character FC, and set the field character FC in theuser’s possession.

In FIG. 8 , the player character PC is holding an empty ball item B, andis about to throw the held ball item B in the virtual space. Here, theempty ball item B serves as a catching item that can be caused to hit afield character FC on the field and thereby catch the field characterFC. For example, when an empty ball item B thrown by the playercharacter PC hits a field character, it is determined whether or not thefield character is successfully caught (successful-catch determination).If the result of the successful-catch determination is positive, thefield character FC hit by the ball item B is successfully caught and setin the user’s possession,

For example, the user can cause the player character PC to perform anaction of getting into a throwing position for throwing a chosen item(e.g., an action of getting into the position illustrated in FIG. 8 ),by performing a predetermined operation input (e.g., pressing down theoperation button (ZR button) 61). In addition, a direction in which theplayer character PC throws a chosen item is indicated by an aiming pointM. The location of the aiming point M is moved according to apredetermined operation input (e.g., the direction of inclination of theanalog stick 32 or 52, the orientation of the body of the leftcontroller 3 or the right controller 4, or the motion or pointedlocation of the body of the left controller 3 or the right controller4). Thereafter, when the user ends the operation input for causing theplayer character PC to perform the action of getting into a throwingposition (e.g., the user releases the operation button (ZR button) 61),the player character PC is caused to perform an action of throwing thechosen item in the direction indicated by the aiming point M.

For example, the user can change categories of items to be thrown by theplayer character PC, by performing a predetermined operation input(e.g., pressing down the operation button (X button) 55). In the firstnon-limiting embodiment, there are at least the first mode in which afirst category including a plurality of items that affect a fieldcharacter FC is chosen, and the second mode in which a second categoryincluding a plurality of fighting characters BC that fight against afield character FC on the field is chosen. The user can change thecategories (modes) by pressing down the operation button 55. The usercan also choose an item to be thrown by the player character PC from thechosen category, by pressing down the operation button (L button) 38 orthe operation button (R button) 60. In the non-limiting example of FIG.8 , projectile information Im 1 is displayed, indicating that the firstcategory (first mode) has been chosen, and an empty ball item B has beenchosen from the first category by the user. For example, the firstcategory may include a plurality of ball items having differentfunctions or appearances, or items that are other than ball items andthat when thrown, support the user in throwing a ball item and catchinga field character by, for example, setting a limitation on a movement ofthe field character.

When an item chosen from the first category is a projectile, a firstaiming point M1 (e.g., an aiming point in a normal display form) isdisplayed. When an empty ball item B that can catch a field character FCis chosen as a projectile from the first category, the location of thefirst aiming point M1 can be moved by the above operation of moving theaiming point M, or alternatively, the first aiming point M1 can be set(locked on) to a location where the first aiming point M1 is alignedwith a field character FC by the user performing a predeterminedoperation input (e.g., pressing down the operation button (ZL button)39). When the first aiming point M1 is locked on to the location of afield character FC, a thrown item is more likely to hit the fieldcharacter FC.

When the first aiming point M1 is locked on to a field character FC,catch information Ig indicating how likely the field character FC is tobe caught by hitting the field character FC with an empty ball item B isdisplayed in the vicinity of the first aiming point M1. For example, anindicator indicating how likely the result of the successful-catchdetermination is to be positive when an empty ball item B thrown by theplayer character PC hits a field character FC, is displayed as the catchinformation Ig. The catch information Ig may be an indicator indicatingone of a plurality levels indicating how likely the result of thesuccessful-catch determination is to be positive, or an indicatorindicating a numerical value indicating the probability or degree of thepositive result of the determination. The catch information Ig may be anindicator representing how likely the result of the successful-catchdetermination is to be positive, by design or text, a size or motion, acolor or lightness, or the like. The catch information Ig may not bedisplayed on the display 12, and may be represented by sounds,vibrations applied to the controller 3 and/or 4, or the like indicatinghow likely the result of the successful-catch determination is to bepositive.

FIGS. 9 and 10 illustrate game images that are displayed on the display12, showing that an empty ball item B thrown by the player character PChits a field character FC, so that the field character FC issuccessfully caught. For example, the user ends an operation input ofcausing the player character PC to get into a throwing position (e.g.,the user releases the operation button (ZR button) 61), and thereby, canallow the player character PC to perform an action of throwing a chosenitem in the direction indicated by the first aiming point M1. When theempty ball item B thrown by the player character PC hits a fieldcharacter FC, a scene image showing that the field character FC is hit(and/or caught) is displayed as illustrated in FIG. 9 . When the fieldcharacter FC is successfully caught, a scene image showing the fieldcharacter FC is put into the empty ball item B, which means that thefield character FC is caught, is displayed as illustrated in FIG. 10 .Thereafter, the field character FC successfully caught is set in theuser’s possession. It should be noted that the field character FCsuccessfully caught may be allowed to be used as a fighting character BCin the subsequent process by the user.

When the empty ball item B thrown by the player character PC does nothit a field character FC, or the player character PC fails to catch afield character FC, a scene image showing such a situation is displayedon the display 12. Here, when the player character PC fails to catch afield character FC, there may be a disadvantage such as the escape ofthe field character FC, or the outbreak of a fight due to an attack bythe field character FC.

Although it is assumed above that a condition for catching a fieldcharacter FC is that an empty ball item B thrown by the player characterPC hits the field character FC, the field character FC may be caught ifthe empty ball item B reaches a predetermined range including thelocation of the field character FC irrespective of whether the emptyball item B hits the field character FC. In that case, how likely it isto catch a field character FC may be changed, depending on whether thefield character FC is hit.

In addition, how likely it is to catch a field character FC may bechanged according to a state (emotions, endurance, remaining physicalstrength, size, movement, or the like) of the field character FC to becaught, or the type of an item (e.g., the type of an empty ball item B)thrown by the player character PC. Even when how likely it is to catch afield character FC is changed, the user can know the change from thecatch information Ig, which is displayed in the vicinity of the firstaiming point M1.

Although in the first non-limiting embodiment, an empty ball item B isused as a non-limiting example of an item that is chosen from the firstcategory (first mode) including a plurality of items that affect a fieldcharacter FC, the first category may include other types of items. Forexample, the first category may include an item that slows the movementof a hit field character FC, an item that deprives physical strength ofa hit field character FC, an item that changes emotions of a hit fieldcharacter FC, and an item that attracts a field character FC. By using acombination of these items to hit and attract a field character FC (anitem is placed at a location to which a field character FC should beattracted) and the like, the effect of making it more likely to catch afield character FC by throwing a catching item (e.g., an empty ball itemB) can be expected.

In FIG. 11 , the player character PC is holding a ball item Bscontaining a fighting character BC, and is about to throw the held ballitem Bs in the virtual space in the second mode. Here, when the ballitem Bs containing a fighting character BC is thrown on the field, thefighting character BC appears in the virtual space. For example, whenthe player character PC throws the ball item Bs at near a fieldcharacter FC, the fighting character BC appears from the ball item Bsand starts fighting against the field character FC. It should be notedthat a fight is directly started on the field without changing places.

For example, the user can cause the player character PC to perform anaction of getting into a throwing position for throwing a chosenfighting character BC (ball item Bs) (e.g., an action of getting intothe position illustrated in FIG. 11 and FIG. 12 ), by performing apredetermined operation input (e.g., pressing down the operation button(ZR button) 61). In addition, a direction in which the player characterPC throws the chosen fighting character BC (ball item Bs) is indicatedby the aiming point M. The location of the aiming point M is movedaccording to a predetermined operation input (e.g., the direction ofinclination of the analog stick 32 or 52, the orientation of the body ofthe left controller 3 or the right controller 4, or the motion orpointed location of the body of the left controller 3 or the rightcontroller 4). Thereafter, when the user ends the operation input forcausing the player character PC to perform the action of getting into athrowing position (e.g., the user releases the operation button (ZRbutton) 61), the player character PC is caused to perform an action ofthrowing the chosen fighting character BC (ball item Bs) in thedirection indicated by the aiming point M.

As described above, the user can change the category to the secondcategory (second mode) including a plurality of fighting characters BCby performing a predetermined operation input (e.g., pressing down theoperation button (X button) 55). Thereafter, the user can choose afighting character BC that the player character PC is to throw, from thechosen second category, by performing a predetermined operation input(e.g., pressing down the operation button (L button) 38 or the operationbutton (R button) 60). For example, in the non-limiting examples ofFIGS. 11 and 12 , projectile information Im 2 is displayed, indicatingthat the second category (second mode) has been chosen, and the user haschosen a predetermined fighting character BC from the second category.

When a fighting character BC (a ball item Bs containing a fightingcharacter BC) is chosen as a projectile from the second category, asecond aiming point M2 is displayed. The second aiming point M2 isdisplayed in a form different that of the first aiming point M1. As anon-limiting example, the second aiming point M2 does not have thenormal display form, and is displayed as a colored mark imitating a ballitem Bs containing a fighting character BC. By thus displaying thesecond aiming point M2 in a display form different from that of thefirst aiming point M1, a projectile that the player character PC istrying to throw can be easily recognized while seeing the aiming point.

As illustrated in FIG. 12 , when the second aiming point M2 is disposed,overlaying a range in which a field character FC and a fightingcharacter BC can fight against each other, the second aiming point M2 ischanged to a third aiming point M3. The third aiming point M3 isdisplayed in a display form that is different from those of the firstaiming point M1 and the second aiming point M2. As a non-limitingexample, the third aiming point M3 is displayed as a mark to which adesign indicating a fight is added at a center of the second aimingpoint M2. By thus displaying the third aiming point M3 in a display formdifferent from those of the first aiming point M1 and the second aimingpoint M2, the user is allowed to easily recognize that the playercharacter PC can fight against a field character FC by throwing a ballitem Bs containing a fighting character BC, while seeing the aimingpoint.

In FIG. 13 , the display 12 displays a game image in which a fightingcharacter BC appearing from a ball item Bs thrown by the playercharacter PC is fighting against a field character FC. For example, theuser can cause the player character PC to perform an action of throwinga ball item Bs containing a chosen fighting character BC in thedirection indicated by the third aiming point M3 by ending an operationinput for causing the player character PC to get into a throwingposition (e.g., releasing the operation button (ZR button) 61). When theball item Bs thrown by the player character PC reaches a range in whichthe fighting character BC can fight against the field character FC, thefighting character BC appears from that range. Thereafter, the fightingcharacter BC starts fighting against the field character FC. Thus, inthe first non-limiting embodiment, by causing the player character PC toperform the same action, i.e., an action of throwing a projectile in thedirection indicated by the aiming point M, the field character FC can besubjected to various situations on the field, because the categories(modes) of a projectile can be changed.

While a fighting character BC is fighting against a field character FC,a gauge G1 indicating a state of the field character FC is displayed ata location that is set, corresponding to a location of the fieldcharacter FC. Here, the state of the field character FC indicated by thegauge G1 indicates at least a parameter related to the remainingphysical strength of the field character FC during a fight against thefighting character BC When an attack on the field character FC by thefighting character BC is effective, the parameter gradually decreasesaccording to the attack. When the remaining physical strength indicatedby the gauge G1 is zero, the fighting character BC wins the fight. Asdescribed below, the state of the field character FC indicated by thegauge G1 also indicates how likely it is to catch the field character FCduring the fight.

As illustrated in FIG. 14 , while a fighting character BC is fightingagainst a field character FC, the user can control actions of the playercharacter PC and/or the fighting character BC by choosing commands. Forexample, while a fighting character BC is fighting against a fieldcharacter FC, a plurality of command-indicating images C for allowingthe user to choose a command are displayed. For example, in FIG. 14 , asa non-limiting example of the command-indicating images C, an attackcommand, an item command, an appear/disappear command, and an escapecommand are displayed. The user can choose any of the commands byperforming an operation input using an input section provided on theleft controller 3 or the right controller 4, or the touch panel 13 ofthe main body apparatus 2.

The user can control an action of a fighting character BC by performingan operation input for choosing the attack command. As a non-limitingexample, when the attack command is chosen, the user is prompted tochoose one of a plurality of kinds of attack. By performing an operationof choosing one from the plurality of kinds of attack, the user cancause a fighting character BC to perform an attack action correspondingto the chosen kind of attack.

The user can control an action of the player character PC by performingan operation input for choosing the item command. As a non-limitingexample, when the item command is chosen, the user is prompted to chooseone of a plurality of items including a catching item. By performing anoperation of choosing an item to be used from the plurality of items,the user can cause the player character PC to perform an action of usingthe chosen item. As a non-limiting example, by performing an operationof choosing a catching item for catching a field character FC during thefight, the user can cause the player character PC to perform an actionof catching a field character FC using the catching item.

A catching item used during a fight may be the same as or similar to theabove ball item B. For example, when the command to use a catching itemis chosen during the fight, a scene that the player character PC throwsa catching item at a field character FC during the fight is displayed.As to whether or not the field character FC is successfully caught,successful-catch determination is performed as in the non-fight state.During the fight, the successful-catch determination is performed basedon a state of the field character FC that is changed during the fight,i.e., the state of the field character FC indicated by the gauge G1.Specifically, when a state (e.g., the remaining physical strength) ofthe field character FC changed due to the fight is reduced to apredetermined state, the result of the successful-catch determination ismore likely to be positive. It should be noted that the above thresholdmay be changed according to at least one of the type of the fieldcharacter FC, the type of the chosen catching item, an ability value ofthe player character PC, an ability value of the fighting character BC,and the like. Even when the result of the successful-catch determinationis positive during the fight, the field character FC is caught by thecommand using the catching item, and is set in the user’s possession. Asanother non-limiting example, while a fighting character BC is fightingagainst a field character FC, the player character PC may be caused toperform an action of catching the field character FC using a catchingitem, by performing an operation input of causing the player characterPC to perform an action of throwing the catching item at the aimingpoint M as in catching instead of the operation of choosing a commandunlike the above fight.

The user can cause a fighting character BC to disappear during the fightor can cause another fighting character BC to appear during the fight,by performing an operation input of choosing the appear/disappearcommand. It should be noted that the existing fighting character BC maybe replaced by another fighting character BC that newly appears, or inaddition to the existing fighting character BC, another fightingcharacter BC may newly appear. As a non-limiting example, when theappear/disappear command is chosen, the user is prompted to choose oneof a plurality of characters that is to appear, and by operating anoperation of choosing the one from the plurality of characters, the usercan cause the player character PC to perform an action of causing thechosen character to appear as a fighting character BC.

The user can end a fight between a fighting character BC and a fieldcharacter FC, and control an action of the player character PC such thatthe player character PC performs an action of escaping from the fieldcharacter FC, by performing an operation input of choosing the escapecommand. At that time, the appearing fighting character BC may becollected by the player character PC to disappear from the field, or maybe left as it is on the field.

Thus, in a fight between a fighting character BC and a field characterFC, the field character FC can be caught by choosing the command to usea catching item as in the non-fight state. Therefore, the user canchoose whether to catch a field character FC without fighting againstthe field character FC using a fighting character BC, or to catch afield character FC by performing the fight, resulting in a game havingvarious strategic aspects.

Although in the first non-limiting embodiment, a fighting character BCis released in the virtual space by the player character PC throwing aball item Bs containing the fighting character BC in the directionindicated by the aiming point M, a fighting character BC may be releasedin the virtual space by the player character PC directly throwing thefighting character BC.

The location and orientation of a virtual camera for generating a gameimage to be displayed on the display 12 may be set such that the virtualcamera is located behind the player character PC, and the playercharacter PC is included in the range of view of the virtual camera, orsuch that the first-person point of view of the player character PC isprovided. In either case, the location and/or orientation of the virtualcamera may be changeable according to the user’s operation input. Inthat case, a field character FC may be out of the range of view duringthe fight or the gauge G1 indicating a state of the field character FCmay be out of the display range, depending on the location ororientation of the player character PC in the virtual space. If thelocation and/or orientation of the virtual camera are changeableaccording to the user’s operation input even during a fight between afighting character BC and a field character FC, then when a fightbetween a field character FC and a fighting character BC starts withoutthe field character FC being displayed, the gauge G1 indicating a stateof the field character FC, i.e., an indicator affecting catching of thefield character FC, can be displayed according to the user’s operation.The player character PC may be allowed to freely move during a fightaccording to the user’s operation input. Therefore, no matter what kindof situation a fight starts in, the camera can be subsequentlyappropriately changed by the user. Therefore, a fight can be caused tostart freely irrespective of situations.

In addition, in the first non-limiting embodiment, a fighting characterBC appearing from a ball item Bs can be caused to perform an actiondifferent from that during the fight on the field. For example, in thefirst non-limiting embodiment, when the player character PC throws aball item Bs containing a fighting character BC on the field in thevirtual space, the fighting character BC may be caused to merely appearon the field, or the fighting character BC may be caused to appear andperform a predetermined action on a virtual object OBJ disposed on thefield.

For example, as illustrated in FIG. 15 , a collection object OBJ isdisposed on the field in the virtual space. In the first non-limitingembodiment, the player character PC may collect the collection objectOBJ by directly touching the collection object OBJ, and a fightingcharacter BC may be caused to appear and collect the collection objectOBJ.

In FIG. 15 , the player character PC is holding a ball item Bscontaining a fighting character BC as in the state of FIG. 11 , and isperforming an action of getting into a throwing position for throwingthe chosen fighting character BC (ball item Bs), according to apredetermined operation input (e.g., pressing down the operation button(ZR button) 61). In the non-limiting example of FIG. 15 , the projectileinformation Im 2 is displayed, indicating that the second category(second mode) has been chosen, and a predetermined fighting character BChas been chosen from the second category by the user.

As described above, when a fighting character BC (a ball item Bscontaining the fighting character BC) chosen from the second category isa projectile, the second aiming point M2 is displayed. When the secondaiming point M2 is disposed, overlaying the range in which an action ofcollecting a collection object OBJ is allowed, the second aiming pointM2 is changed to a fourth aiming point M4. The fourth aiming point M4 isdisplayed in a display form different from those of the first aimingpoint M1, the second aiming point M2, and the third aiming point M3. Asa non-limiting example, the fourth aiming point M4 is displayed as amark in which a design imitating a portion of the fighting character BCis added at a center of the second aiming point M2. Thus, by displayingthe fourth aiming point M4 in a display form different from those of thefirst aiming point M1, the second aiming point M2, and the third aimingpoint M3, it is more easily recognized that the field character FC canbe caused to appear in a state different from the fight state bythrowing the ball item Bs containing the fighting character BC, whileseeing the aiming point.

In FIG. 16 , a game image that a fighting character BC appearing from aball item Bs thrown by the player character PC is collecting acollection object OBJ is displayed on the display 12. For example, theuser stops performing an operation input for causing the playercharacter PC to perform an action of getting into a throwing position(e.g., the user releases the operation button (ZR button) 61), andthereby can cause the player character PC to perform an action ofthrowing a ball item Bs containing a chosen fighting character BC in thedirection indicated by the fourth aiming point M4. When the ball item Bsthrown by the player character PC reaches a range in which the playercharacter PC can collect a collection object OBJ, the fighting characterBC appears from the range. Thereafter, the fighting character BC startscollecting the collection object OBJ.

In the first non-limiting embodiment, information about a fieldcharacter FC to which the aiming point M is locked on can be displayed(pictorial representation). For example, when a predetermined operationinput (e.g., pressing down the operation button (down button) 34 or thedown button of the directional pad) is performed with the first aimingpoint M1 locked on to the field character FC as illustrated in FIG. 8 ,i.e., an operation of displaying a pictorial representation is performedwhile performing an operation of locking the first aiming point M1 on tothe field character FC, information about the field character FC isdisplayed as illustrated in FIG. 17 . Here, information about a fieldcharacter FC includes mission information about a history of missions ina game including at least the number of field characters FC to which theaiming point M is locked on and which have been caught by the playercharacter PC and the number of times of a fight against the fieldcharacter FC. In a non-limiting example of a pictorial representation offield characters FC illustrated in FIG. 17 , for a field character A ofa plurality of field characters FC to which the aiming point M is lockedon, the history of each of features such as the number of catches (thenumber of times a field character A was caught), the number of heavysize catches (the number of times a relatively heavy field character Awas caught), the number of times of a fight (the number of times of afight against a field character A), the number of beaten fieldcharacters A (the number of field characters A that were beaten during afight), and the number of types of observed field characters A (thenumber of types of field characters A that appeared in the virtual spaceand were displayed on the display 12) is displayed as information aboutthe field character FC. In the non-limiting example of the pictorialrepresentation of field characters FC of FIG. 17 , a mission to beaccomplished and the progress of the mission are displayed for eachfeature. As a non-limiting example, as the mission information, for eachfeature of the pictorial representation, a value required foraccomplishing a mission (the number of times required for accomplishinga mission) is displayed for each stage. For a mission that has alreadybeen accomplished, a mark (check mark in the non-limiting example ofFIG. 17 ) indicating that the mission already has been accomplished isgiven to the value required for accomplishing the mission.

Thus, the history information of a mission to be accomplished for afield character FC on the field is displayed, and can be referenced forchoosing whether to catch the field character FC or fight against thefield character FC. It should be noted that information about a fieldcharacter FC different from the field character A to which an aimingpoint is locked on may also be displayed. For example, in thenon-limiting example of FIG. 17 , a tag is provided at a right end of adisplay screen for each field character FC (e.g., field characters A toE), and information about the other field characters FC can be displayedby performing an operation of choosing the respective correspondingtags.

Second Non-limiting Embodiment

A game process according to a second non-limiting embodiment will bedescribed. In this non-limiting embodiment, a player character PC canfight against a boss character MC that is a non-limiting example of afield character disposed on a field in a virtual space. In the secondnon-limiting embodiment, a game process is performed on the bosscharacter MC. Here, the boss character MC appears on the same field inthe same virtual space on which a field character FC appears, andattacks the player character PC and moves toward the player characterPC. Therefore, the user may operate the player character PC such thatthe player character PC escapes an attack from the boss character MC, orthe player character PC hits the boss character MC with a boss attackitem AI. In the second non-limiting embodiment, the player character PCis caused to perform different actions in different modes, i.e., switchbetween a first and a second mode. In the first mode, the playercharacter PC is caused to perform an action of launching, at the bosscharacter MC as a target on the field, an item that affects the bosscharacter MC, according to an operation input for causing the playercharacter PC to perform a launching action in the direction indicated byan aiming point M. In the second mode, the player character PC is causedto perform an action of launching, at the boss character MC on thefield, a fighting character BC that fights against the boss characterMC, according to an operation input for causing the player character PCto perform a launching action in the direction indicated by an aimingpoint M.

In FIG. 18 , a game image that the player character PC and the bosscharacter MC are disposed in the virtual space is displayed on thedisplay 12. For example, the boss character MC appears in the virtualspace in a special event (e.g., a boss fight event) during progressionof a game, and is operated on the field in the virtual space byautomatic control performed by the processor 81 based on a predeterminedalgorithm or the like as with a field character FC. The user whooperates the player character PC can cause the player character PC or afighting character BC to fight against the boss character MC. It shouldbe noted that the boss character MC may be forbidden to be caught,unlike the above field character FC.

In FIG. 18 , the player character PC is holding a boss attack item AI,and is about to throw the held boss attack item AI in the virtual space.Here, the boss fight event can be progressed by hitting the bosscharacter MC on the field with the boss attack item AI. For example, aboss state parameter that indicates a state of the boss character MC inthe boss fight event is provided. The boss state parameter is reducedwhen the boss attack item AI hits the boss character MC. As anon-limiting example, when the boss attack item AI thrown by the playercharacter PC hits the boss character MC, the attack is assessed based onthe site of the hit, the state of the boss character MC, and the like,and a reduction amount based on the assessment of the attack issubtracted from the boss state parameter of the boss character MC. Whenthe boss state parameter is reduced to reach a threshold (e.g., zero),the boss character MC is beaten, so that the boss fight event iscleared. In the non-limiting example of a game image of FIG. 18 , agauge G2 indicating the remaining amount of the boss state parameter ofthe boss character MC is displayed at an upper portion of a displayscreen.

In the boss fight event, the user can also cause the player character PCto perform an action of getting into a throwing position for throwing achosen boss attack item AI (e.g., an action of getting into the positionillustrated in FIG. 18 ) by performing a predetermined operation input(e.g., pressing down the operation button (ZR button) 61). A directionin which the player character PC throws a chosen boss attack item AI isindicated by a first aiming point M1. The location of the first aimingpoint M1 is moved according to a predetermined operation input (e.g.,the direction of inclination of the analog stick 32 or 52, theorientation of the body of the left controller 3 or the right controller4, or the motion or pointed location of the body of the left controller3 or the right controller 4). Thereafter, when the user ends theoperation input for causing the player character PC to perform theaction of getting into a throwing position (e.g., the user releases theoperation button (ZR button) 61), the player character PC is caused toperform an action of throwing the chosen boss attack item AI in thedirection indicated by the first aiming point M1.

In the boss fight event, the user can also change categories of an itemto be thrown by the player character PC, by performing a predeterminedoperation input (e.g., pressing down the operation button (X button)55). In the second non-limiting embodiment, there are at least the firstmode in which a first category including a plurality of items thataffect the boss character MC is chosen, and the second mode in which asecond category including a plurality of fighting characters BC thatfight against the boss character MC on the field is chosen. The user canchange the categories (modes) by pressing down the operation button 55.The user can also choose an item to be thrown by the player character PCfrom the chosen category, by pressing down the operation button (Lbutton) 38 or the operation button (R button) 60. For example, in thenon-limiting example of FIG. 18 , projectile information Im 3 isdisplayed, indicating that the first category (first mode) has beenchosen, and a boss attack item AI has been chosen from the firstcategory by the user. In the boss fight event, when a boss attack itemAI is chosen as a projectile from the first category, the first aimingpoint M1 (e.g., an aiming point in a normal display form) is alsodisplayed.

As described above, when the user ends the operation input of causingthe player character PC to perform an action of getting into a throwingposition (e.g., the user releases the operation button (ZR button) 61),the player character PC can be caused to perform an action of throwing achosen boss attack item AI in the direction indicated by the firstaiming point M1. When the boss attack item AI thrown by the playercharacter PC hits the boss character MC, the boss state parameter of theboss character MC is reduced based on the above attack assessment. Whenthe boss attack item AI thrown by the player character PC fails to hitthe boss character MC, the boss state parameter of the boss character MCis maintained, or the boss state parameter is increased by apredetermined amount.

Although in the foregoing, a condition for reducing the boss stateparameter of the boss character MC is that a boss attack item AI thrownby the player character PC hits the boss character MC, the boss stateparameter of the boss character MC may be reduced if the boss attackitem AI reaches a predetermined range including the location of the bosscharacter MC irrespective of whether the boss attack item AI directlyhits the boss character MC...

Although in the second non-limiting embodiment, a boss attack item AI isused as a non-limiting example of an item chosen from the first category(first mode) including a plurality of items that affect the bosscharacter MC, the first category may include other types of items. Forexample, the first category may include an item that slows the movementof the boss character MC when the item hits the boss character, an itemthat changes emotions of the boss character MC when the item hits theboss character, and an item that attracts the boss character MC. Byusing a combination of these items to hit and attract the boss characterMC (an item is placed at a location to which the boss character MCshould be attracted) and the like, the effect of making it more likelyfor a boss attack item AI to hit the boss character MC can be expected.

In the second non-limiting embodiment, a fighting character BC may becaused to appear on the field and fight against the boss character MC.In FIG. 19 , the player character PC is holding a ball item Bscontaining a fighting character BC, and is about to throw the held ballitem Bs in the virtual space. Here, when the ball item Bs containing afighting character BC is thrown on the field in the boss fight event,the fighting character BC appears in the virtual space. For example,when the player character PC throws the ball item Bs at near the bosscharacter MC, the fighting character BC appears from the ball item Bsand starts fighting against the boss character MC. It should be notedthat a fight is directly started on the field without changing places.

For example, in the boss fight event, the user can also cause the playercharacter PC to perform an action of getting into a throwing positionfor throwing a chosen fighting character BC (ball item Bs) (e.g., anaction of getting into the position illustrated in FIG. 19 ), byperforming a predetermined operation input (e.g., pressing down theoperation button (ZR button) 61). In addition, a direction in which theplayer character PC throws the chosen fighting character BC (ball itemBs) is indicated by a second aiming point M2. The location of the secondaiming point M2 is moved according to a predetermined operation input(e.g., the direction of inclination of the analog stick 32 or 52, theorientation of the body of the left controller 3 or the right controller4, or the motion or pointed location of the body of the left controller3 or the right controller 4). As illustrated in FIG. 19 , in the bossfight event, when the second aiming point M2 is disposed, overlaying arange in which the boss character MC and the fighting character BC canfight against each other, the second aiming point M2 is changed to athird aiming point M3.

In the boss fight event, the user can also change the category to thesecond category (second mode) including a plurality of fightingcharacters BC by performing a predetermined operation input (e.g.,pressing down the operation button (X button) 55). Thereafter, the usercan choose a fighting character BC that the player character PC is tothrow, from the chosen second category, by performing a predeterminedoperation input (e.g., pressing down the operation button (L button) 38or the operation button (R button) 60). For example, in the non-limitingexamples of FIGS. 19 and 20 , projectile information Im 2 is displayed,indicating that the second category (second mode) has been chosen, andthe user has chosen a predetermined fighting character BC from thesecond category.

In FIG. 20 , a game image that a fighting character BC appearing from aball item Bs thrown by the player character PC is fighting against theboss character MC is displayed on the display 12. For example, in theboss fight event, the user can also cause the player character PC toperform an action of throwing a ball item Bs containing a chosenfighting character BC in the direction indicated by the third aimingpoint M3 by ending an operation input for causing the player characterPC to get into a throwing position (e.g., releasing the operation button(ZR button) 61). When the ball item Bs thrown by the player character PCreaches a range in which the fighting character BC can fight against theboss character MC, the fighting character BC appears from that range.Thereafter, the fighting character BC starts fighting against the bosscharacter MC. Thus, in the second non-limiting embodiment, by causingthe player character PC to perform the same action, i.e., an action ofthrowing a projectile in the direction indicated by the aiming point M,the boss character MC can be subjected to various situations on thefield, because the categories (modes) of a projectile can be changed.

While a fighting character BC is fighting against the boss character MC,a gauge G3 indicating a state of the boss character MC is displayed at alocation that is set, corresponding to a location of the boss characterMC. Here, the state of the boss character MC indicated by the gauge G3indicates at least a parameter related to the remaining physicalstrength of the boss character MC during a fight against the fightingcharacter BC. When an attack on the boss character MC by the fightingcharacter BC is effective, the parameter gradually decreases accordingto the attack. When the remaining physical strength of the bosscharacter MC indicated by the gauge G3 is zero, the fighting characterBC wins the fight.

While a fighting character BC is fighting against the boss character MC,the user can control an action of the fighting character BC by choosinga command. As a non-limiting example, by performing an operation ofchoosing one from a plurality of attack commands, the user can cause afighting character BC to perform an attack action corresponding to thechosen attack command.

When a fighting character BC wins a fight against the boss character MC,a condition for clearing the boss fight event is adjusted so as to bemore easily satisfied. As a first non-limiting example, when a fightingcharacter BC wins a fight against the boss character MC, a limitation isset on the movement in the virtual space of the boss character MC duringat least a predetermined period of time. This allows the user to moreeasily hit the boss character MC with a boss attack item AI, andtherefore, to more easily reduce the boss state parameter for clearingthe boss fight event, so that the condition for clearing the boss fightevent is more easily satisfied. As a second non-limiting example, when afighting character BC wins a fight against the boss character MC, theamount of a reduction in the boss state parameter corresponding tohitting of the boss character MC with a boss attack item AI isrelatively increased during at least a predetermined period of time.This allows the user to more easily reduce the boss state parameter, sothat the condition for clearing the boss fight event is more easilysatisfied. As a third non-limiting example, when a fighting character BCwins a fight against the boss character MC, the boss state parameter asof the end of the fight is reduced by a predetermined amount. Thisallows the user to more easily reduce the boss state parameter, so thatthe condition for clearing the boss fight event is more easilysatisfied. It should be noted that in the second non-limitingembodiment, by combining at least two of the above non-limitingexamples, the condition for clearing the boss fight event may beadjusted so as to be more easily satisfied.

It should be noted that a fight between a fighting character BC and theboss character MC in the boss fight event may be allowed to start onlywhen the boss character MC is in a predetermined state. For example, thepredetermined state may be a state that the boss character MC is in anunguarded moment, a state that the boss character MC is in apredetermined position, a state that the boss state parameter of theboss character MC has reached a predetermined value, a state that apredetermined period of time has passed since the start of the bossfight event, or the like. In addition, the fight may not be forbidden tostart in a state that a fighting character BC does not appear even whenthe player character PC throws a ball item Bs, a state that the playercharacter PC does not perform a throwing action even when the userperforms an operation input for causing the player character PC toperform a throwing action, a state that a ball item Bs cannot be chosenas a projectile, or the like.

Thus, in the second non-limiting embodiment, in the boss fight event, inwhich the boss character MC appears, an operation of throwing an itemthat affects the boss character MC (boss attack item AI) in thedirection indicated by an aiming point, and an operation of throwing afighting character BC that fights against the boss character MC in thedirection indicated by an aiming point, can be allowed, and therefore,the user can choose whether to attack the boss character MC using anitem or attack the boss character MC using a fighting character BC,resulting in a game having various strategic aspects.

In the boss fight event, the location and orientation of a virtualcamera for generating a game image to be displayed on the display 12 maybe set such that the virtual camera is located behind the playercharacter PC, and the player character PC is included in the range ofview of the virtual camera, or such that the first-person point of viewof the player character PC is provided. In either case, the locationand/or orientation of the virtual camera may be changeable according tothe user’s operation input.

In the first and second non-limiting embodiments, the player characterPC performs a throwing action in the direction indicated by an aimingpoint in different modes that can be changed, i.e., the first and secondmodes. A larger number of modes may be provided. For example, there maybe a category including a plurality of items that affect a fightingcharacter BC, a category including a plurality of items that affect acollection object OBJ, a category including a plurality of items thataffect the player character PC, a category including a plurality ofitems that affect the virtual space, and the like. By allowing choice ofthese categories, three or more modes may be changed.

Next, a non-limiting example of a specific process executed in the gamesystem 1 in the first and second non-limiting embodiments will bedescribed with reference to FIGS. 21 to 26 . FIG. 21 is a diagramillustrating a non-limiting example of a data area set in the DRAM 85 ofthe main body apparatus 2 in the first and second non-limitingembodiments. It should be noted that in addition to the data illustratedin FIG. 21 , the DRAM 85 may also store data used in other processes,and those data will not be described in detail.

Various programs Pa that are executed in the game system 1 are stored ina program storage area of the DRAM 85. In this non-limiting example, theprograms Pa include an application program (e.g., a game program) forperforming information processing based on data obtained from the leftcontroller 3 and/or the right controller 4, and the main body apparatus2. Note that the programs Pa may be previously stored in the flashmemory 84, may be obtained from a storage medium removably attached tothe game system 1 (e.g., a predetermined type of storage medium attachedto the slot 23) and then stored in the DRAM 85, or may be obtained fromanother apparatus via a network, such as the Internet, and then storedin the DRAM 85. The processor 81 executes the programs Pa stored in theDRAM 85.

Various kinds of data that are used in processes such as an informationprocess that are executed in the game system 1 are stored in a datastorage area of the DRAM 85. In this non-limiting example, the DRAM 85stores operation data Da, player character data Db, field character dataDc, boss character data Dd, fighting character data De, collectionobject data Df, obtained character data Dg, history data Dh, item dataDi, aiming point data Dj, catch information data Dk, character lightflag data Dm, image data Dn, and the like.

The operation data Da is obtained, as appropriate, from each of the leftcontroller 3 and/or the right controller 4 and the main body apparatus2. As described above, the operation data obtained from each of the leftcontroller 3 and/or the right controller 4 and the main body apparatus 2includes information about an input from each input section(specifically, each button, an analog stick, or a touch panel)(specifically, information about an operation). In this non-limitingexample, operation data is obtained from each of the left controller 3and/or the right controller 4 and the main body apparatus 2. Theobtained operation data is used to update the operation data Da asappropriate. Note that the operation data Da may be updated for eachframe that is the cycle of a process executed in the game system 1, ormay be updated each time operation data is obtained.

The player character data Db indicates the place and position of theplayer character PC disposed in the virtual space, the movement andstate in the virtual space of the player character PC, and the like.

The field character data Dc indicates the type, place, position,movement, and state of each field character FC disposed in the virtualspace, and the like. The boss character data Dd indicates the type,place, position, movement, and state of the boss character MC disposedin the virtual space, and the like.

The fighting character data De indicates the type, place, position,movement, and state of a fighting character BC appearing in the virtualspace, and the like.

The collection object data Df indicates the type, place, position, andstate of each collection object OBJ disposed in the virtual space, andthe like.

The obtained character data Dg indicates the types and number of fieldcharacters FC (fighting characters) obtained by the user by catching orthe like, and the like.

The history data Dh indicates mission information about the history ofmissions in a game.

The item data Di indicates the types and number of items possessed bythe player character PC, and the like.

The aiming point data Dj indicates the types and locations of aimingpoints that are a target for a projectile that is thrown by the playercharacter PC.

The catch information data Dk relates to catch information indicatinghow likely the result of successful-catch determination is to bepositive for a field character FC to which an aiming point is locked on.

The character fight flag data Dm indicates a character fight flag thatis set on when a fight using a fighting character BC is allowed in theboss fight event.

The image data Dn is used to display, on a display screen (e.g., thedisplay 12 of the main body apparatus 2), images (e.g., an image of theplayer character PC, an image of a field character FC, an image of theboss character MC, an image of a fighting character BC, an image of eachitem, an image of a collection object OBJ or other objects, an image ofan aiming point, an image of the virtual space, and a background image).

Next, a specific non-limiting example of a game process in the first andsecond non-limiting embodiments will be described with reference toFIGS. 22 to 26 . FIG. 22 is a flowchart illustrating a non-limitingexample of a game process executed in the game system 1. FIG. 23 is asubroutine illustrating a specific non-limiting example of an item useprocess executed in step S125 of FIG. 22 . FIG. 24 is a subroutineillustrating a specific non-limiting example of a first character useprocess executed in step S127 of FIG. 22 . FIG. 25 is a subroutineillustrating a specific non-limiting example of a boss item use processexecuted in step S130 of FIG. 22 . FIG. 26 is a subroutine illustratinga specific non-limiting example of a second character use processexecuted in step S132 of FIG. 22 . In the present non-limiting example,the processes of FIGS. 22 to 26 are executed by the processor 81executing a predetermined application program (game program) includedthe programs Pa. The processes of FIGS. 22 to 26 are started with anyappropriate timing.

It should be noted that steps in the flowcharts of FIGS. 22 to 26 ,which are merely illustrative, may be executed in a different order, oranother step may be executed in addition to (or instead of) each step,if a similar effect is obtained. In this non-limiting example, it isassumed that the processor 81 executes each step of the flowchart.Alternatively, a portion of the steps of the flowchart may be executedby a processor or dedicated circuit other than the processor 81. Inaddition, a portion of the steps executed by the main body apparatus 2may be executed by another information processing apparatus that cancommunicate with the main body apparatus 2 (e.g., a server that cancommunicate with the main body apparatus 2 via a network). Specifically,the steps of FIGS. 22 to 26 may be executed by a plurality ofinformation processing apparatuses including the main body apparatus 2cooperating with each other.

In FIG. 22 , the processor 81 performs initial setting for the gameprocess (step S121), and proceeds to the next step. For example, in theinitial setting, the processor 81 initializes parameters for performingprocesses described below.

Next, the processor 81 obtains operation data from the left controller3, the right controller 4, and/or the main body apparatus 2, and updatesthe operation data Da. (step S122), and proceeds to the next step.

Next, the processor 81 determines whether or not the boss fight event isbeing carried out (step S123). For example, if the operation data Dadoes not indicate an instruction to start the boss fight event, and theboss fight event is not being currently carried out, the processor 81proceeds to step S124, assuming that the current situation is a normalsituation on the field. It should be noted that a game situation that isneither in the boss fight event nor in a normal situation on the fieldwill not be described. Otherwise, if the operation data Da indicates aninstruction to start the boss fight event, or the boss fight event isbeing currently carried out, the processor 81 proceeds to step S129.

In step S124, the processor 81 determines, based on the operation dataDa, whether or not an item is to be used in the current situation. Ifthe operation data Da indicates an instruction to use an item or thecurrent situation is in a scene in which an item is used, the processor81 proceeds to step S125. Otherwise, if the operation data Da does notindicate an instruction to use an item and the current situation is notin a scene in which an item is used, the processor 81 proceeds to stepS126. As a non-limiting example, if an operation input for causing theplayer character PC to perform an action of getting into a throwingposition for throwing an item (e.g., pressing the operation button (ZRbutton) 61) has been performed, and the first category (first mode) hasbeen chosen as a projectile according to a predetermined operation input(e.g., pressing down the operation button (X button) 55), the processor81 determines that the user’s operation indicates an instruction to usean item. It should be noted that even if the current situation is in ascene in which an item is used, then when the operation data Daindicates an instruction to use a fighting character, the result of thedetermination by the processor 81 in step S124 is negative.

In step S125, the processor 81 executes the item use process, andproceeds to step S134. The item use process of step S125 will bedescribed below with reference to FIG. 23 .

In FIG. 23 , the processor 81 determines whether or not an item usescene process is being currently executed (step S140). For example, if acatching item use scene process or an item use scene process has beenstarted in step S149 or S153 described below, the result of thedetermination by the processor 81 in step S140 is positive. If the itemuse scene process is not being currently executed, the processor 81proceeds to step S141. Otherwise, if the item use scene process is beingcurrently executed, the processor 81 proceeds to step S154.

In step S141, the processor 81 sets an item to be thrown by the playercharacter PC, sets the first aiming point M1, and proceeds to the nextstep. For example, the processor 81 looks up the operation data Da andthe item data Di, chooses and sets an item to be thrown from the itemspossessed by the player character PC according to an operation input forchoosing an item (e.g., an operation input for pressing down theoperation button (L button) 38 or the operation button (R button) 60),and sets the projectile information Im 1 (see FIGS. 8 and 9 ). Theprocessor 81 also looks up the operation data Da, sets the aiming pointto the first aiming point M1 (see FIG. 8 ), sets the location of theaiming point according to an operation input for moving the aiming point(e.g., the direction of inclination of the analog stick 32 or 52), andupdates the aiming point data Dj.

Next, the processor 81 determines whether or not the item set in stepS141 is a catching item (e.g., an empty ball item B) (step S142). If theitem set in step S141 is a catching item, the processor 81 proceeds tostep S143. Otherwise, if the item set in step S141 is not a catchingitem, the processor 81 proceeds to step S152.

In step S143, the processor 81 determines whether or not an aiming pointis locked on to a field character FC. For example, if the operation dataDa indicates that an operation input for locking the aiming point on toa field character FC (e.g., an operation input of pressing down theoperation button (ZL button) 39) has been performed, the result of thedetermination by the processor 81 in step S143 is positive. If an aimingpoint is locked on to a field character FC, the processor 81 proceeds tostep S144. Otherwise, if the aiming point is not locked on to a fieldcharacter FC, the processor 81 proceeds to step S147.

In step S144, the processor 81 sets the first aiming point M1 at alock-on location, adds the catch information Ig to the first aimingpoint M1, and proceeds to the next step. For example, the processor 81extracts, as a target to which the aiming point is to be locked on, afield character FC that is located closest to the player character PC infront of the player character PC, based on the field character data Dc.Thereafter, the processor 81 sets the locked-on first aiming point M1 ata location (e.g., a center-of-gravity location) where the first aimingpoint M1 overlays the field character FC extracted as a target to whichthe aiming point is to be locked on, and updates the aiming point dataDj. The processor 81 also calculates, based on the type and state of thefield character FC extracted as a target to which the aiming point is tobe locked on, a probability that the result of successful-catchdetermination about the field character FC would be positive, sets thecatch information Ig corresponding to the result of the calculation at alocation where the catch information Ig is added to the first aimingpoint M1, and updates the catch information data Dk.

Next, the processor 81 determines whether or not the pictorialrepresentation is to be displayed (step S145). For example, if theoperation data Da indicates an instruction to display the pictorialrepresentation (e.g., an operation instruction to press down theoperation button (down button) 34) or the pictorial representation isbeing currently displayed, the processor 81 proceeds to step S146.Otherwise, if the operation data Da does not indicate an instruction todisplay the pictorial representation and the pictorial representation isnot being currently displayed, the processor 81 proceeds to step S148.

In step S146, the processor 81 executes a pictorial representation imagesetting process, and proceeds to step S148. For example, the processor81 extracts, from the history data Dh, mission information about thehistory of missions in a game such as the number of caught fieldcharacters FC to which an aiming point is locked on, the number of timesof a fight, and the like. Thereafter, based on the extracted missioninformation, the processor 81 sets a pictorial representation image of afield character FC to which an aiming point is locked on (see FIG. 17 ).

In step S147, the processor 81 determines whether or not the firstaiming point M1 is disposed, overlaying the catch range of a fieldcharacter FC (step S147). For example, if the aiming point data Dj andthe field character data Dc indicate that the first aiming point M1 isdisposed, overlaying a range in which a field character in the fieldcharacter data Dc that is disposed on the field can be caught, theresult of the determination in step S147 is positive. If the firstaiming point M1 is disposed, overlaying the catch range of a fieldcharacter FC, the processor 81 proceeds to step S148. Otherwise, if thefirst aiming point M1 does not overlay the catch range of a fieldcharacter FC, the processor 81 proceeds to step S152.

In step S148, the processor 81 determines whether or not the item is tobe thrown. For example, if the operation data Da indicates that anoperation of causing the player character to throw an item (e.g., anoperation of ending an operation of causing the player character to getinto a throwing position, and as a non-limiting example, an operation ofreleasing the operation button (ZR button) 61) has been performed, theresult of the determination by the processor 81 in step S148 ispositive. If the processor 81 determines that the item is to be thrown,the processor 81 proceeds to step S149. Otherwise, if the processor 81does not determine that the item is to be thrown, the processor 81 endsthe subroutine.

In step S149, the processor 81 starts the catching item use sceneprocess of causing the player character PC to throw the catching item,and ends the subroutine. It should be noted that the processor 81updates the aiming point data Dj such that the displayed first aimingpoint M1 is removed during the start of the catching item use sceneprocess.

In step S152, the processor 81 determines whether or not the chosen itemis to be thrown as a projectile. For example, if the operation data Daindicates that an operation of causing the player character PC to throwan item (e.g., an operation of ending an operation of causing the playercharacter PC to get into a throwing position, and as a non-limitingexample, an operation of releasing the operation button (ZR button) 61)has been performed, the result of the determination by the processor 81in step S152 is positive. If the processor 81 determines that the itemis to be thrown, the processor 81 proceeds to step S153. Otherwise, ifthe processor 81 does not determine that the item is to be thrown, theprocessor 81 ends the subroutine.

In step S153, the processor 81 starts the item use scene process ofcausing the player character PC to throw the catching item or an itemother than catching items, and ends the subroutine. It should be notedthat the processor 81 updates the aiming point data Dj (and the catchinformation data Dk) so as to remove the displayed first aiming point M1(and the catch information Ig) during the start of the item use sceneprocess.

If in step S140, the processor 81 determines that the item use sceneprocess is being currently executed, the processor 81 executes the itemuse scene process (step S154), and proceeds to the next step. Forexample, in the item use scene process, the processor 81 sets the playercharacter PC’s action of throwing an item (a catching item or an itemother than catching items) chosen as a projectile, at the location inthe virtual space indicated by the first aiming point M1, and also setsa movement of the thrown item in the virtual space.

In the item use scene process, after the end of the scene that the itemis thrown, the processor 81 sets the effect of the item at a locationwhere the item has reached. For example, the processor 81 determineswhat kind of effect is exhibited by throwing the item, based on the typeof the item, the location where the thrown item has reached, the stateof a target at which the item has been thrown, and the like. Thereafter,based on the determined effect of the item, the processor 81 changes thetarget in the virtual space at which the item has been thrown. As anon-limiting example, when an item that changes the state of a fieldcharacter FC is thrown, the state of the field character FC is changedbased on the determined effect of the item, and the field character dataDc is updated for the field character FC.

It should be noted that the item effect determination may indicate thatno effect has been obtained by throwing an item. As a non-limitingexample, when a thrown catching item deviates from the range in which afield character FC can be caught, the item may fall or disappear in thevirtual space without affecting the field character FC. If no effect isobtained by throwing an item, the item may be forbidden to be thrown. Asa non-limiting example, if no effect is obtained by throwing an item,then even when the user performs an operation input for causing theplayer character PC to perform an action of throwing the item, theplayer character PC may be maintained in the throwing position withoutstart of a scene that the item is thrown.

In the item use scene process, the processor 81, when ending the itemuse scene process, also ends the item use process in which thesubroutine is used. The processor 81 ends the item use scene process,for example, if a condition for ending the item use scene process issatisfied (e.g., the exhibition of the effect of the item on an objector a character in the virtual space is ended), the user has performed anoperation of ending the item use scene process, or the like.

Next, the processor 81 determines whether or not to execute a catchdetermination process (step S155). For example, if it is time to performcatch determination after the end of the movement of the thrown catchingitem in the virtual space, the result of the determination by theprocessor 81 in step S155 is positive. If the processor 81 determines toexecute the catch determination process, the processor 81 proceeds tostep S156. Otherwise, if it is not time to execute the catchdetermination process or an item other than catching items has beenthrown, the processor 81 ends the subroutine.

In step S156, the processor 81 executes the catch determination process,and proceeds to the next step. For example, the processor 81 determineswhether or not a field character FC is successfully caught, based on thetype of the thrown catching item, whether or not the thrown catchingitem has hit the field character FC, the state of the field characterFC, and the like.

Next, in the catch determination process of step S156, the processor 81determines whether or not a field character FC is successfully caught(step S157). If a field character FC is successfully caught, theprocessor 81 proceeds to step S158. Otherwise, if a field character FCis not successfully caught, the processor 81 proceeds to step S159.

In step S158, the processor 81 sets a successful catch scene, sets afield character FC successfully caught in the user’s possession, andends the subroutine. For example, the processor 81 sets a successfulcatch scene indicating that a field character FC is put into an emptyball item B so that the field character FC is caught (see FIGS. 9 and 10), ends the item use scene process, and ends the item use process inwhich the subroutine is used. The processor 81 also updates the obtainedcharacter data Dg such that the successfully caught field character FCis in the user’s possession.

In step S159, the processor 81 sets an unsuccessful catch scene, andends the subroutine. For example, the processor 81 sets an unsuccessfulcatch scene indicating that a field character FC is not put into anempty ball item B, ends the item use scene process, and ends the itemuse process in which the subroutine is used.

Referring back to FIG. 22 , if in step S124, the processor 81 determinesthat an item is not to be used in the current situation, the processor81 determines, based on the operation data Da, whether or not a fightingcharacter is to be used in the current situation (step S126). If theoperation data Da indicates an instruction to use a fighting characteror a fighting character is being used in the current scene, theprocessor 81 proceeds to step S127. Otherwise, if the operation data Dadoes not indicate an instruction to use a fighting character and afighting character is not being used in the current scene, the processor81 proceeds to step S128. As a non-limiting example, if an operationinput for causing the player character PC to get into a throwingposition for throwing a fighting character (e.g., pressing down theoperation button (ZR button) 61) has been performed, and the secondcategory (second mode) has been chosen as a projectile according to apredetermined operation input (e.g., pressing down the operation button(X button) 55), the processor 81 determines that the user’s operationindicates an instruction to use a fighting character.

In step S127, the processor 81 executes a first character use process,and proceeds to step S134. The first character use process of step S127will be described below with reference to FIG. 24 .

In FIG. 24 , the processor 81 determines whether or not a fight processis being currently executed for a fighting character (step S161). Forexample, if a fight process of causing a fighting character and a fieldcharacter to fight against each other has been started in step S167described below, the result of the determination by the processor 81 instep S161 is positive. If the fight process is not being currentlyexecuted for a fighting character, the processor 81 proceeds to stepS162. Otherwise, if the fight process is being currently executed for afighting character, the processor 81 proceeds to step S174.

In step S162, the processor 81 determines whether or not a fightingcharacter appearing scene process is being currently executed. Forexample, if the fighting character appearing scene process has beenstarted in step S172 described below, the result of the determination bythe processor 81 in step S162 is positive. If the fighting characterappearing scene process is not being currently executed, the processor81 proceeds to step S163. Otherwise, if the fighting character appearingscene process is being currently executed, the processor 81 proceeds tostep S175.

In step S163, the processor 81 sets a fighting character that is to bethrown by the player character PC, sets the second aiming point M2, andproceeds to the next step. For example, the processor 81 looks up theoperation data Da and the obtained character data Dg, chooses and sets afighting character BC that is to be thrown, from characters possessed bythe player character PC, according to an operation input of choosing afighting character (e.g., an operation input of pressing down theoperation button (L button) 38 or the operation button (R button) 60),and sets the projectile information Im 2 (see FIGS. 11 to 16 ). Theprocessor 81 also looks up the operation data Da, sets the aiming pointtype to the second aiming point M2 (see FIG. 11 ), sets the location ofthe aiming point according to an operation input for moving the aimingpoint (e.g., the direction of inclination of the analog stick 32 or 52),and updates the aiming point data Dj.

Next, the processor 81 determines whether or not the second aiming pointM2 is disposed, overlaying a fight range in which a fight is allowedagainst a field character FC (step S164). For example, if the processor81 determines, based on the aiming point data Dj and the field characterdata Dc, that the second aiming point M2 is displayed, overlaying afight range in which a fight is allowed against a field character FC inthe field character data DC disposed on the field, the result of thedetermination by the processor 81 in step S164 is positive. If thesecond aiming point M2 is disposed, overlaying the fight range, theprocessor 81 proceeds to step S165, Otherwise, if the second aimingpoint M2 does not overlay the fight range, the processor 81 proceeds tostep S169.

In step S165, the processor 81 changes the second aiming point M2, tothe third aiming point M3, and proceeds to the next step. For example,the processor 81 changes and sets the aiming point type to the thirdaiming point M3 (see FIG. 12 ), and updates the aiming point data Dj.

Next, the processor 81 determines whether or not a fighting character isto be thrown (step S166). For example, if the processor 81 determines,based on the operation data Da, that an operation of causing the playercharacter PC to perform an action of throwing a fighting character (ballitem Bs) (e.g., an operation of ending an operation for causing theplayer character PC to get into a throwing position, and as anon-limiting example, an operation of releasing the operation button (ZRbutton) 61) has been performed, the result of the determination by theprocessor 81 in step S166 is positive. If the processor 81 determinesthat a fighting character is to be thrown, the processor 81 proceeds tostep S167. Otherwise, if the processor 81 does not determine that afighting character is to be thrown, the processor 81 ends thesubroutine.

In step S167, the processor 81 starts a fight process of causing afighting character to fight against a field character, and ends thesubroutine. It should be noted that the processor 81 updates the aimingpoint data Dj such that the displayed third aiming point M3 is removedduring the start of the fight process.

In step S169, the processor 81 determines whether or not the secondaiming point M2 is disposed, overlaying an appearing scene range inwhich a fighting character can appear and perform an action other thanthe fight in the virtual space. For example, if the processor 81determines, based on the aiming point data Dj and the collection objectdata Df, that the second aiming point M2 is disposed, overlaying a rangein which an operation of collecting one of collection objects OBJ (seeFIGS. 15 and 16 ) disposed on the field (appearing scene) can beperformed, the result of the determination by the processor 81 in stepS169 is positive. If the second aiming point M2 is disposed, overlayingthe appearing scene range, the processor 81 proceeds to step S170.Otherwise, if the second aiming point M2 does not overlay the appearingscene range, the processor 81 ends the subroutine.

In step S170, the processor 81 changes the second aiming point M2 to thefourth aiming point M4, and proceeds to the next step. For example, theprocessor 81 changes the aiming point type to the fourth aiming point M4(see FIG. 15 ), and updates the aiming point data Dj.

Next, the processor 81 determines whether or not a fighting character isto be thrown (step S171). For example, if the processor 81 determines,based on the operation data Da, that an operation of causing the playercharacter PC to perform an action of throwing a fighting character (ballitem Bs) (e.g., an operation of ending an operation for causing theplayer character PC to get into a throwing position, and as anon-limiting example, an operation of releasing the operation button (ZRbutton) 61) has been performed, the result of the determination by theprocessor 81 in step S171 is positive. If the processor 81 determinesthat a fighting character is to be thrown, the processor 81 proceeds tostep S172. Otherwise, if the processor 81 does not determine that afighting character is to be thrown, the processor 81 ends thesubroutine.

In step S167, the processor 81 starts executing an appearing sceneprocess of causing a fighting character to appear in the virtual spaceand perform an action other than the fight, and ends the subroutine. Itshould be noted that the processor 81 updates the aiming point data Djsuch that the displayed fourth aiming point M4 is removed during thestart of the appearing scene process.

It should be noted that when an operation input for causing the playercharacter PC to perform an action of throwing a fighting character withan aiming point (specifically, the second aiming point 2) displayed outof the fight range and the appearing scene range is performed, a ballitem Bs may fall or disappear in the virtual space without a fightingcharacter BC appearing, as a non-limiting example. As anothernon-limiting example, a ball item Bs containing a fighting character BCmay be forbidden to be thrown. In that case, even when the user performsan operation input for causing the player character PC to perform anaction of throwing a ball item Bs, the first character use process maybe continued with the player character PC maintained in the throwingposition without the start of a scene that the player character throws aball item Bs. Alternatively, the first character use process may betemporarily ended without the start of a scene that the player characterthrows a ball item Bs.

If in step S161, the processor 81 determines that a fight process isbeing currently executed, the processor 81 executes the fight process(step S174), and ends the subroutine. For example, in the fight process,the processor 81 sets the player character PC’s action of throwing aball item Bs containing a fighting character BC chosen as a projectile,at a location in the virtual space indicated by the third aiming pointM3, sets a movement of the thrown ball item Bs in the virtual space, andsets a series of scenes that the fighting character PC appears from alocation in the virtual space that the ball item Bs has reached. Afterdisplaying the series of scenes, the processor 81 causes the appearingfighting character BC to fight against a field character FC.

In the fight process, the processor 81 changes the states of thefighting character BC and the field character FC, depending on the fightagainst the fighting character BC, and causes a character whose statehas been reduced to a predetermined threshold to lose the fight. In thefight process, the processor 81 sets the actions of the fightingcharacter BC and/or the player character PC according to an operationinput of choosing a command to control the actions of the fightingcharacter BC and/or the player character PC. For example, if theoperation data Da indicates an operation input chosen from a pluralityof attack commands, the processor 81 controls the fighting character BCsuch that the fighting character BC performs an attack actioncorresponding to the attack command. If the operation data Da indicatesan operation input of choosing a command to use a catching item forcatching a field character FC during a fight, the processor 81 causesthe player character PC to perform an action of catching the fieldcharacter FC using the catching item. Thereafter, the processor 81performs the successful-catch determination on the field character FCbased on the state of the field character FC. If the result of thesuccessful-catch determination is positive, the processor 81 sets ascene that the field character FC is caught, and sets the fieldcharacter FC in the user’s possession.

In the fight process of step S161, the processor 81, when ending thefight process, also ends the first character use process in which thesubroutine is used. The processor 81 ends the fight process, forexample, if a condition for ending the fight process is satisfied (e.g.,a field character against which a fighting character BC fights has beencaught, or a fighting character BC has won/lost a fight), the user hasperformed an operation of ending the fight process, or the like.

If in step S162, the processor 81 determines that an appearing sceneprocess is being currently executed, the processor 81 executes theappearing scene process (step S175), and ends the subroutine. Forexample, in the appearing scene process, the processor 81 sets theplayer character PC’s action of throwing a ball item Bs containing afighting character BC chosen as a projectile, at a location in thevirtual space indicated by the fourth aiming point M4, sets a movementof the thrown ball item Bs in the virtual space, and sets a series ofscenes that the fighting character BC appears from a location in thevirtual space that the ball item Bs has reached. After displaying theseries of scenes, the processor 81 executes an appearing scene processof causing the appearing fighting character BC to perform apredetermined action (e.g., an action of collecting a collection objectOBJ).

In the appearing scene process, the processor 81, when ending theappearing scene process, also ends the first character use process inwhich the subroutine is used. The processor 81 ends the appearing sceneprocess, for example, if a condition for ending the appearing sceneprocess is satisfied (e.g., the predetermined action of a fightingcharacter BC is ended), the user has performed an operation of endingthe appearing scene process, or the like.

Referring back to FIG. 22 , if in step S126, the processor 81 determinesthat a fighting character is not to be used in the current situation,the processor 81 executes other processes based on the operation data Da(step S128), and proceeds to step S134. As a non-limiting example of theother processes, the processor 81 changes the place and position of theplayer character PC in the virtual space according to an operation inputof moving the player character PC that is indicated by the operationdata Da, and updates the player character data Db.

If in step S123, if the processor 81 determines that a boss fight eventis being currently carried out, the processor 81 determines, based onthe operation data Da, whether or not a boss item is to be used in theboss fight event (step S129). If the operation data Da indicates aninstruction to use a boss item or a boss item is being used in thecurrent scene, the processor 81 proceeds to step S130. Otherwise, if theoperation data Da does not indicate an instruction to use a boss itemand a boss item is not being used in the current scene, the processor 81proceeds to step S131. As a non-limiting example, if an operation inputof causing the player character PC to get into a throwing position forthrowing a boss item (e.g., pressing down the operation button (ZRbutton) 61) has been performed, and the first category (first mode) hasbeen chosen as a projectile by a predetermined operation input (e.g.,pressing down the operation button (X button) 55), the processor 81determines that the user’s operation indicates an instruction to use aboss item. It should be noted that even in a scene in which a boss itemis used, if the operation data Da indicates an instruction to use afighting character, the result of the determination by the processor 81in step S129 is negative.

In step S130, the processor 81 executes a boss item use process, andproceeds to step S134. The boss item use process of step S130 will bedescribed below with reference to FIG. 25 .

In FIG. 25 , the processor 81 determines whether or not a boss item usescene process is being currently executed (step S180). For example, ifthe boss item use scene process has been started in step S183 describedbelow, the result of the determination by the processor 81 in step S180is positive. If the boss item use scene process is not being currentlyexecuted, the processor 81 proceeds to step S181. Otherwise, if the bossitem use scene process is being currently executed, the processor 81proceeds to step S188.

In step S181, the processor 81 sets a boss item that is to be thrown bythe player character PC, sets the first aiming point M1, and proceeds tothe next step. For example, the processor 81 looks up the operation dataDa and the item data Di, chooses and sets a boss item that is to bethrown, from items possessed by the player character PC, according to anoperation input of choosing a boss item (e.g., an operation input ofpressing down the operation button (L button) 38 or the operation button(R button) 60), and sets the projectile information Im 3 (see FIG. 18 ).The processor 81 also looks up the operation data Da, sets the aimingpoint type to the first aiming point M1 (see FIG. 18 ), sets thelocation of the aiming point according to an operation input for movingthe aiming point (e.g., the direction of inclination of the analog stick32 or 52), and updates the aiming point data Dj.

Next, the processor 81 determines whether or not the boss item is to bethrown (step S182). For example, if the processor 81 determines, basedon the operation data Da, that an operation of causing the playercharacter PC to perform an action of throwing the boss item (e.g., anoperation of ending an operation for causing the player character PC toget into a throwing position, and as a non-limiting example, anoperation of releasing the operation button (ZR button) 61) has beenperformed, the result of the determination by the processor 81 in stepS182 is positive. If the processor 81 determines that the boss item isto be thrown, the processor 81 proceeds to step S183. Otherwise, if theprocessor 81 does not determine that the boss item is to be thrown, theprocessor 81 proceeds to step S184.

In step S183, the processor 81 starts a boss item use scene process ofcausing the player character PC to throw the boss item, and proceeds tostep S184.

In step S184, the processor 81 determines whether or not a fightingcharacter BC can appear so as to fight against the boss character MC inthe current situation. For example, if the boss character MC is in apredetermined state, the result of the determination by the processor 81in step S184 is positive. If a fighting character BC can appear in thecurrent situation, the processor 81 proceeds to step S185. Otherwise, ifa fighting character BC cannot appear in the current situation, theprocessor 81 proceeds to step S186.

In step S185, the processor 81 sets the character fight flag on, updatesthe character light flag data Dm, and proceeds to step S186.

In step S186., the processor 81 determines whether or not to end theboss fight event. The boss fight event is ended, for example, if acondition for ending the boss fight event is satisfied (e.g., a bossstate parameter (see the gauge G2 of FIG. 18 ) has reached a threshold,the boss character MC has won/lost a fight against the player characterPC in the event, or the event period has expired), the user hasperformed an operation of ending the boss fight event, or the like. Ifthe processor 81 determines to end the boss fight event, the processor81 proceeds to step S187. Otherwise, if the processor 81 does notdetermine to end the boss fight event, the processor 81 ends thesubroutine.

In step S187, the processor 81 executes a boss fight event end process,and ends the subroutine. For example, the processor 81 executes the bossfight event end process by ending the boss item use process, and settinga scene that the boss character MC has won/lost a fight against theplayer character PC, or the like.

If in step S180, the processor determines that the boss item use sceneprocess is being currently executed, the processor 81 executes the bossitem use scene process (step S188), and proceeds to step S186. Forexample, in the boss item use scene process, the processor 81 sets theplayer character PC’s action of throwing a boss item chosen as aprojectile at a location in the virtual space indicated by the firstaiming point M1, and sets a movement action of the thrown boss item inthe virtual space.

In the boss item use scene process, after the end of the scene that theboss item is thrown, the processor 81 sets the effect of the boss itemat a location where the boss item has reached. For example, theprocessor 81 determines what kind of effect is exhibited by throwing theboss item, based on the type of the boss item, the location where thethrown boss item has reached, the site of the boss character MC that thethrown boss item has hit, the state of the boss character MC at whichthe boss item has been thrown, and the like. Thereafter, based on thedetermined effect of the boss item, the processor 81 changes the bosscharacter MC or the target in the virtual space at which the item hasbeen thrown. As a non-limiting example, when the boss item hits the bosscharacter MC, the processor 81 changes a state (e.g., the boss stateparameter) of the boss character MC based on the determined effect ofthe boss item, and updates the boss character data Dd.

It should be noted that in the boss item use scene process, theprocessor 81, when ending the boss item use scene process, updates theaiming point data Dj such that the displayed first aiming point M1 isremoved, and ends the boss item use process in which the subroutine isused. The processor 81 ends the boss item use scene process, forexample, if a condition for ending the boss item use scene process issatisfied (e.g., the exhibition of the effect of the boss item on theboss character MC in the virtual space is ended), the user has performedan operation of ending the boss item use scene process, or the like.

Referring back to FIG. 22 , if in step S129, the processor 81 determinesthat a boss item is not to be used in the current situation, theprocessor 81 determines, based on the operation data Da, whether or nota fighting character is to be used in the current situation (step S131).If the operation data Da indicates an instruction to use a fightingcharacter or that a fighting character is being used in the currentscene, the processor 81 proceeds to step S132. Otherwise, if theoperation data Da does not indicate an instruction to use a fightingcharacter and a fighting character is not being used in the currentscene, the processor 81 proceeds to step S133. As a non-limitingexample, if an operation input for causing the player character PC toget into a throwing position for throwing a fighting character (e.g.,pressing down the operation button (ZR button) 61) has been performed,and the second category (second mode) has been chosen as a projectileaccording to a predetermined operation input (e.g., pressing down theoperation button (X button) 55), the processor 81 determines that theuser’s operation indicates an instruction to use a fighting character.

In step S132, the processor 81 executes a second character use process,and proceeds to step S134. The second character use process of step S132will be described below with reference to FIG. 26 .

In FIG. 26 , the processor 81 determines whether or not a fight processbetween a fighting character and a boss character is being currentlyexecuted (step S191). For example, if a boss light process of causing afighting character and a boss character to fight against each other hasbeen started in step S197 described below, the result of thedetermination by the processor 81 in step S191 is positive. If a fightprocess between a fighting character and a boss character is not beingcurrently executed, the processor 81 proceeds to step S192. Otherwise,if a fight process between a fighting character and a boss character isbeing currently executed, the processor 81 proceeds to step S198.

In step S192, the processor 81 sets a fighting character that is to bethrown by the player character PC, sets the second aiming point M2, andproceeds to the next step. For example, the processor 81 looks up theoperation data Da and the obtained character data Dg, chooses and sets afighting character BC that is to be thrown, from characters possessed bythe player character PC, according to an operation input of choosing afighting character (e.g., an operation input of pressing down theoperation button (L button) 38 or the operation button (R button) 60),and sets the projectile information Im 2 (see FIGS. 19 and 20 ). Theprocessor 81 also looks up the operation data Da, sets the aiming pointtype to the second aiming point M2, sets the location of the aimingpoint according to an operation input for moving the aiming point (e.g.,the direction of inclination of the analog stick 32 or 52), and updatesthe aiming point data Dj.

Next, the processor 81 looks up the character fight flag data Dm, anddetermines whether or not the character fight flag is on (step S193). Ifthe character fight flag is on, the processor 81 proceeds to step S194.Otherwise, if the character fight flag is off, the processor 81 proceedsto step S200.

In step S194, the processor 81 determines whether or not the secondaiming point M2 is disposed, overlaying a fight range in which a fightis allowed between the boss character MC and a fighting character BC.For example, if the processor 81 determines, based on the aiming pointdata Dj and the boss character data Dd, that the second aiming point M2is displayed, overlaying a fight range in which a fight is allowedagainst the boss character MC, which is disposed on the field, theresult of the determination by the processor 81 in step S194 ispositive. If the second aiming point M2 is disposed, overlaying thefight range, the processor 81 proceeds to step S195. Otherwise, if thesecond aiming point M2 does not overlay the fight range, the processor81 proceeds to step S200.

In step S194, the processor 81 changes the second aiming point M2 to thethird aiming point M3, and proceeds to the next step. For example, theprocessor 81 changes the aiming point type to the third aiming point M3(see FIG. 19 ), and updates the aiming point data Dj.

Next, the processor 81 determines whether or not a fighting character isto be thrown (step S196). For example, if the processor 81 determines,based on the operation data Da, that an operation of causing the playercharacter PC to perform an action of throwing a fighting character (ballitem Bs) (e.g., an operation of ending an operation for causing theplayer character PC to get into a throwing position, and as anon-limiting example, an operation of releasing the operation button (ZRbutton) 61) has been performed, the result of the determination by theprocessor 81 in step S196 is positive. If the processor 81 determinesthat the fighting character is to be thrown, the processor 81 proceedsto step S197. Otherwise, if the processor 81 does not determine that thefighting character is to be thrown, the processor 81 ends thesubroutine.

In step S197, the processor 81 starts a fight process of causing thefighting character to fight against the boss character, and proceeds tostep S200. It should be noted that the processor 81 updates the aimingpoint data Dj such that the displayed third aiming point M3 is removedduring the start of the boss fight process.

It should be noted that in the present non-limiting example, the fightrange in which a fight is allowed between the boss character MC and afighting character BC may not be set. In that case, the second aimingpoint M2 is changed to the third aiming point M3 irrespective of wherethe second aiming point M2 is disposed. In addition, after that change,no matter where the third aiming point M3 is disposed, the boss fightprocess of causing a fighting character BC to fight against the bosscharacter MC can be started by causing the player character PC to throwthe fighting character BC.

If in step S191, the processor 81 determines that a fight process isbeing currently executed, the processor 81 executes the boss fightprocess (step S198), and proceeds to step S200. For example, in the bossfight process, the processor 81 sets the player character PC’s action ofthrowing a ball item Bs containing a fighting character BC chosen as aprojectile, at a location in the virtual space indicated by the thirdaiming point M3, sets a movement of the thrown ball item Bs in thevirtual space, and sets a series of scenes that the fighting characterBC appears from a location in the virtual space that the ball item Bshas reached. After displaying the series of scenes, the processor 81executes a process of causing the appearing fighting character BC tofight against the boss character MC.

In the boss fight process, the processor 81 changes the states of thefighting character BC and the boss character MC, depending on the fightagainst the fighting character BC, and causes a character whose statehas been reduced to a predetermined threshold to lose the fight. In theboss fight process, the processor 81 sets the actions of the fightingcharacter BC and/or the player character PC according to an operationinput of choosing a command to control the actions of the fightingcharacter BC and/or the player character PC. For example, if theoperation data Da indicates an operation input chosen from a pluralityof attack commands, the processor 81 controls the fighting character BCsuch that the fighting character BC performs an attack actioncorresponding to the attack command.

In the boss fight process of step S198, the processor 81, when endingthe boss fight process, also ends the second character use process inwhich the subroutine is used. The processor 81 ends the boss fightprocess, for example, if a condition for ending the boss fight processis satisfied (e.g., the boss character MC has won/lost a fight against afighting character BC), the user has performed an operation of endingthe boss fight process, or the like. It should be noted that when afighting character BC wins the boss character MC in a fight between theboss character MC and the fighting character BC, the processor 81adjusts a condition for clearing the boss fight event such that thecondition is more easily satisfied, for example, by setting a limitationon the movement of the boss character MC in the virtual space for atleast a predetermined period of time immediately after the fightingcharacter BC wins a fight against the boss character MC, as anon-limiting example.

In step S200, the processor 81 determines whether or not to end the bossfight event. The boss fight event is ended, for example, if a conditionfor ending the boss fight event is satisfied (e.g., the boss characterMC has won/lost a fight against the player character PC in the fight, orthe event period has expired), the user has performed an operation ofending the boss fight event, or the like. If the processor 81 determinesto end the boss fight event, the processor 81 proceeds to step S201.Otherwise, if the processor 81 does not determine to end the boss fightevent, the processor 81 ends the subroutine.

In step S201, the processor 81 executes a boss fight event end process,and ends the subroutine. For example, the processor 81 executes the bossfight event end process by ending the second character use process, andsetting a scene that the boss character MC has won/lost a fight againstthe player character PC, or the like.

Referring back to FIG. 22 , if in step S131, the processor 81 determinesthat a fighting character is not to be used in the current situation,the processor 81 executes other processes based on the operation data Da(step S133), and proceeds to step S134. As a non-limiting example of theother processes, the processor 81 changes the place and position of theplayer character PC in the virtual space according to an operation inputof moving the player character PC that is indicated by the operationdata Da, and updates the player character data Db. It should be notedthat if the condition for ending the boss fight event is satisfied instep S128, the processor 81 executes the boss fight event end process.

In step S134, the processor 81 executes a character action process, andproceeds to the next step. For example, the processor 81 sets, based onthe results of the processes of steps S122 to S133, the actions in thevirtual space of the player character PC, the fighting character BC, thefield character FC, the boss character MC, and the like, and theremaining amount of each gauge. As a non-limiting example, the processor81 sets the place, position, action, state, and the like of eachcharacter and the remaining amount of each gauge, based on the settingsand the progress of the set scene in steps S122 to S133, an algorithmfor automatically controlling the action of each character, a virtualphysical calculation in the virtual space, an operation input indicatedby the operation data Da, and the like, and updates the player characterdata Db, the field character data Dc, the boss character data Dd, andthe fighting character data De. As another non-limiting example, when anin-game event such as the boss fight event or an in-game mission isstarted based on the progression of a game or an operation inputindicated by the operation data Da, the processor 81 causes anassociated character to appear in the virtual space during the start ofthe event or the like, sets the place, position, movement, state, andthe like of the character, and the remaining amount of each gauge, andupdates data of each character.

Next, the processor 81 executes a display control process (step S135),and proceeds to the next step. For example, the processor 81 disposeseach character, object, gauge, item, and the like in the virtual spacebased on the results of the processes of steps S122 to S134, datarelated to each character, object, and item, and the like. The processor81 also sets the location and orientation of the virtual camera based onthe operation data Da and the place and position of the player characterPC, and generates and displays an image of the virtual space as viewedfrom the virtual camera on the display 12. The processor 81 alsodisplays, on the display 12, an aiming point and/or catch information,which overlay the image of the virtual space, based on the aiming pointdata Dj and the catch information data Dk. It should be noted that theaiming point and/or catch information may be disposed in the virtualspace, and may be displayed as a portion of the image of the virtualspace as viewed from the virtual camera. In the pictorial representationscene, the processor 81 displays, on the display 12, the pictorialrepresentation image set in step S146.

Next, the processor 81 determines whether or not to end the game process(step S136). The game process in step S136 is ended, for example, if acondition for ending the game process is satisfied, the user hasperformed an operation of ending the game process, or the like. If theprocessor 81 does not determine to end the game process, the processor81 returns to and repeats step S122. If the processor 81 determines toend the game process, the processor 81 ends the process of theflowchart. Thereafter, steps S122 to S136 are repeatedly executed untilthe processor 81 determines to end the game process in step S136.

Thus, in the present non-limiting example, the player character PC canbe caused to perform different actions in different modes, i.e., switchbetween the first and second modes. In the first mode, the playercharacter PC is caused to perform an action of launching an item foraffecting a field character FC or the boss character MC as a target onthe field, at the field character FC or the boss character MC, accordingto an operation input for causing the player character PC to perform alaunching action in the direction indicated by an aiming point M. In thesecond mode, the player character PC is caused to perform an action oflaunching a fighting character BC that is to fight against a fieldcharacter FC or the boss character MC on a field, at the field characterFC or the boss character MC, according to an operation input for causingthe player character PC to perform a launching action in the directionindicated by an aiming point M.

Although in the above non-limiting example, non-limiting examples of anoperation input for executing each process has been described, theoperation input is not limited to the above non-limiting example. In thepresent non-limiting example, in addition to operations using theoperation buttons or sticks, a touch operation of using the touch panel13, an operation of using the motion or orientation of the main bodyapparatus 2, an operation of using the motion or orientation of the bodyof the left controller 3 or the right controller 4, a pointing operationof using the body of the left controller 3 or the right controller 4,and the like, may be used as the operation input.

Although in the above non-limiting example, a player character launchesan item or character in the direction indicated by an aiming point inthe virtual space by performing a throwing action, a player characterlaunches an item or character by performing other actions. For example,a player character may launch an item or character in the virtual spacein the direction indicated by at an aiming point by performing a kickingaction, a pushing action, a blowing action, a shooting action (firing,projecting, radiating, irradiating, etc.), a punching action, or thelike.

In the above non-limiting example, the effect of a certain type of itemis obtained when the item hits a target such as a field character FC,the boss character MC, or a collection object OBJ. The effect of such anitem may be obtained when the item reaches a range formed in thevicinity of the target irrespective of whether the item hits the targetConversely, in the above non-limiting example, the effect of anothertype of item is obtained when the item reaches a range formed in thevicinity of a target. The effect of such an item may be obtained whenthe item hits the target. Concerning the process of locking an aimingpoint on to one of field characters FC according to an operation input,an aiming point may be locked on to the boss character MC in the bossfight event according to the same operation input.

In the above non-limiting example, a gauge G (the gauges G1 to G3) isused to indicate a state of a field character FC or the boss characterMC. The gauges G may indicate any parameter that causes progression ofan in-game mission or an in-game event. For example, a parameter thatcauses progression of an in-game mission or an in-game event mayindicate the emotions, endurance, remaining physical strength, actionstate, life value, or the like of a character.

In the above non-limiting example, it is assumed that an in-game eventor an in-game mission is seamless throughout a game, and is played on afield in the same virtual space. However, in the present non-limitingexample, even in the case where a game is played on a field in the samevirtual space, different scenes may be provided in different events ormissions.

The game system 1 may be any suitable apparatus, including a handheldgame apparatus, or any suitable handheld electronic apparatus (apersonal digital assistant (PDA), mobile telephone, personal computer,camera, tablet computer, etc.), etc. In that case, an input apparatusfor performing an operation of causing a player character PC or afighting character BC to perform an action may be, instead of the leftcontroller 3 or the right controller 4, another controller, mouse,touchpad, touch panel, trackball, keyboard, directional pad, slidepad,etc.

In the foregoing, the information processes (game processes) areperformed in the game system 1. Alternatively, at least a portion of theprocess steps may be performed in another apparatus. For example, whenthe game system 1 can also communicate with another apparatus (e.g., aserver, another information processing apparatus, another image displayapparatus, another game apparatus, another mobile terminal, etc.), theprocess steps may be executed in cooperation with the second apparatus.By thus causing another apparatus to perform a portion of the processsteps, a process similar to the above process can be performed. Theabove information process may be executed by a single processor or aplurality of cooperating processors included in an informationprocessing system including at least one information processingapparatus. In the above non-limiting example, the information processescan be performed by the processor 81 of the game system 1 executingpredetermined programs. Alternatively, all or a portion of the aboveprocesses may be performed by a dedicated circuit included in the gamesystem 1.

Here, according to the above non-limiting variation, the presentnon-limiting example can be implanted in a so-called cloud computingsystem form or distributed wide-area and local-area network systemforms. For example, in a distributed local-area network system, theabove process can be executed by cooperation between a stationaryinformation processing apparatus (a stationary game apparatus) and amobile information processing apparatus (handheld game apparatus). Itshould be noted that, in these system forms, each of the above steps maybe performed by substantially any of the apparatuses, and the presentnon-limiting example may be implemented by assigning the steps to theapparatuses in substantially any manner.

The order of steps, setting values, conditions for determination, etc.,used in the above information process are merely illustrative, and ofcourse, other order of steps, setting values, conditions fordetermination, etc., may be used to implement the present non-limitingexample.

The above programs may be supplied to the game system 1 not only throughan external storage medium, such as an external memory, but also througha wired or wireless communication line. The program may be previouslystored in a non-volatile storage device in the game system 1. Examplesof an information storage medium storing the program includenon-volatile memories, and in addition, CD-ROMs, DVDs, optical disc-likestorage media similar thereto, and flexible disks, hard disks,magneto-optical disks, and magnetic tapes. The information storagemedium storing the program may be a volatile memory storing the program.Such a storage medium may be said as a storage medium that can be readby a computer, etc. (computer-readable storage medium, etc.). Forexample, the above various functions can be provided by causing acomputer, etc., to read and execute programs from these storage media.

While several non-limiting example systems, methods, devices, andapparatuses have been described above in detail, the foregoingdescription is in all aspects illustrative and not restrictive. Itshould be understood that numerous other modifications and variationscan be devised without departing from the spirit and scope of theappended claims. It is, therefore, intended that the scope of thepresent technology is limited only by the appended claims andequivalents thereof. It should be understood that those skilled in theart could carry out the literal and equivalent scope of the appendedclaims based on the description of the present non-limiting example andcommon technical knowledge. It should be understood throughout thepresent specification that expression of a singular form includes theconcept of its plurality unless otherwise mentioned. Specifically,articles or adjectives for a singular form (e.g., “a,” “an,” “the,”etc., in English) include the concept of their plurality unlessotherwise mentioned. It should also be understood that the terms as usedherein have definitions typically used in the art unless otherwisementioned. Thus, unless otherwise defined, all scientific and technicalterms have the same meanings as those generally used by those skilled inthe art to which the present non-limiting example pertain. If there isany inconsistency or conflict, the present specification (including thedefinitions) shall prevail.

As described above, the present non-limiting example is applicable as agame program, game system, game apparatus, game processing method, andthe like that are capable of causing a player character to performvarious actions on a field in a virtual space.

What is claimed is:
 1. A non-transitory computer-readable storage mediumhaving stored therein a game program that when executed by a computer ofan information processing apparatus, causes the computer to performoperations comprising: switching between at least a first and a secondmode, based on a first operation input; and in the first mode,determining an aiming direction in a virtual space, based on a secondoperation input, and causing a player character to launch, in the aimingdirection, an item that affects a field character disposed on a field inthe virtual space, based on a third operation input, and when the itemis launched at a place where the field character is disposed, giving aneffect associated with the item to the field character, and in thesecond mode, determining the aiming direction, based on the secondoperation input, and causing the player character to launch, in theaiming direction, a fighting character that fights, based on the thirdoperation input, and when the fighting character is launched at a placewhere the field character is disposed, causing the field character andthe fighting character to start fighting against each other on thefield.
 2. The non-transitory computer-readable storage medium accordingto claim 1, wherein the item includes at least a catching item forcatching the field character, the game program further causes thecomputer to perform operations comprising: when the catching itemlaunched in the first mode hits the field character, performingsuccessful-catch determination relating to whether or not the catchingis successful; and when the result of the successful-catch determinationis positive, setting the field character hit by the catching item in aplayer’s possession.
 3. The non-transitory computer-readable storagemedium according to claim 2, wherein the item further includes an itemhaving the effect of causing the result of the successful-catchdetermination to be more likely to be positive.
 4. The non-transitorycomputer-readable storage medium according to claim 2, wherein the itemfurther includes an item having the effect of setting a limitation on amovement of the field character on the field.
 5. The non-transitorycomputer-readable storage medium according to claim 2, wherein the gameprogram further causes the computer to perform operations comprising:aligning the aiming direction with the field character, based on afourth operation input.
 6. The non-transitory computer-readable storagemedium according to claim 5, wherein the game program further causes thecomputer to perform operations comprising: displaying an indicatorindicating how likely the result of the successful-catch determinationis to be positive for a field character with which the aiming directionis aligned, based on the fourth operation input.
 7. The non-transitorycomputer-readable storage medium according to claim 5, wherein the gameprogram further causes the computer to perform operations comprising:displaying information about a field character with which the aimingdirection is aligned, based on the fourth operation input and a fifthoperation input.
 8. The non-transitory computer-readable storage mediumaccording to claim 7, wherein the information about the field characterincludes mission information about a history of an in-game missionincluding at least the number of the caught field characters and thenumber of times of a fight against the field character.
 9. Thenon-transitory computer-readable storage medium according to claim 2,wherein the game program further causes the computer to performoperations comprising: causing the fighting character and the fieldcharacter to fight against each other on the field, based on anoperation input including at least an instruction to attack by thefighting character and an instruction to use an item, after start of thefight; when an instruction to use the catching item is issued during thefight, performing successful-catch determination of whether or not thefield character is successfully caught using the catching item, based ona state of the field character that is changed due to the fight; andwhen the result of the successful-catch determination is positive duringthe fight, setting the field character in a player’s possession.
 10. Thenon-transitory computer-readable storage medium according to claim 1,wherein the game program further causes the computer to performoperations comprising: in the fight, displaying an indicator indicatinga state of the field character related to at least physical strength, ata location that is set, corresponding to a location of the fieldcharacter, and controlling an orientation of a virtual camera, based ona sixth operation input.
 11. The non-transitory computer-readablestorage medium according to claim 1, wherein the game program furthercauses the computer to perform operations comprising: in the secondmode, when the fighting character is launched at a place where acollection object indicating that an item is allowed to be obtained isdisposed on the field, causing the fighting character to perform anaction with respect to the collection object, and setting the itemassociated with the collection object in a player’s possession.
 12. Thenon-transitory computer-readable storage medium according to claim 1,wherein the game program further causes the computer to performoperations comprising: displaying a mark indicating the aiming directionin a display form that differs between the first mode and the secondmode.
 13. The non-transitory computer-readable storage medium accordingto claim 1, wherein the item is an event item that causes progression ofan in-game event by hitting the field character, and the game programfurther causes the computer to perform operations comprising: in thein-game event, when a plurality of the event items have hit the fieldcharacter until a clear condition is satisfied, determining that thein-game event is cleared, and when the fight against the field characteris won, causing the clear condition to be easier to satisfy.
 14. Thenon-transitory computer-readable storage medium according to claim 13,wherein the game program further causes the computer to performoperations comprising: when the fight against the field character iswon, setting a limitation on a movement of the field character in thevirtual space during at least a period of time.
 15. The non-transitorycomputer-readable storage medium according to claim 13, wherein theclear condition is that an event parameter that is reduced each time theevent item hits the field character is lower than or equal to areference, and the game program further causes the computer to performoperations comprising: when the fight against the field character iswon, relatively increasing a reduction amount of the event parametercorresponding to hitting by the event item during at least a period oftime.
 16. A game system comprising a processor, the processor beingconfigured to at least: switch between at least a first and a secondmode, based on a first operation input; and in the first mode, determinean aiming direction in a virtual space, based on a second operationinput, and cause a player character to launch, in the aiming direction,an item that affects a field character disposed on a field in thevirtual space, based on a third operation input, and when the item islaunched at a place where the field character is disposed, give aneffect associated with the item to the field character, and in thesecond mode, determine the aiming direction, based on the secondoperation input, and cause the player character to launch, in the aimingdirection, a fighting character that fights, based on the thirdoperation input, and when the fighting character is launched at a placewhere the field character is disposed, cause the field character and thefighting character to start fighting against each other on the field.17. The game system according to claim 16, wherein the item includes atleast a catching item for catching the field character, the processor isfurther configured to at least: when the catching item launched in thefirst mode hits the field character, perform successful-catchdetermination relating to whether or not the catching is successful; andwhen the result of the successful-catch determination is positive, setthe field character hit by the catching item in a player’s possession.18. The game system according to claim 17, wherein the item furtherincludes an item having the effect of causing the result of thesuccessful-catch determination to be more likely to be positive.
 19. Thegame system according to claim 17, wherein the item further includes anitem having the effect of setting a limitation on a movement of thefield character on the field.
 20. The game system according to claim 17,wherein the processor is further configured to at least: align theaiming direction with the field character, based on a fourth operationinput.
 21. The game system according to claim 20, wherein the processoris further configured to at least: display an indicator indicating howlikely the result of the successful-catch determination is to bepositive for a field character with which the aiming direction isaligned, based on the fourth operation input.
 22. The game systemaccording to claim 20, wherein the processor is further configured to atleast: display information about a field character with which the aimingdirection is aligned, based on the fourth operation input and a fifthoperation input.
 23. The game system according to claim 22, wherein theinformation about the field character includes mission information abouta history of an in-game mission including at least the number of thecaught field characters and the number of times of a fight against thefield character.
 24. The game system according to claim 17, wherein theprocessor is further configured to at least: cause the fightingcharacter and the field character to fight against each other on thefield, based on an operation input including at least an instruction toattack by the fighting character and an instruction to use an item,after start of the fight; when an instruction to use the catching itemis issued during the fight, perform successful-catch determination ofwhether or not the field character is successfully caught using thecatching item, based on a state of the field character that is changeddue to the fight: and when the result of the successful-catchdetermination is positive during the fight, set the field character in aplayer’s possession.
 25. The game system according to claim 16, whereinthe processor is further configured to at least: in the fight, displayan indicator indicating a state of the field character related to atleast physical strength, at a location that is set, corresponding to alocation of the field character, and control an orientation of a virtualcamera, based on a sixth operation input.
 26. The game system accordingto claim 16, wherein the processor is further configured to at least: inthe second mode, when the fighting character is launched at a placewhere a collection object indicating that an item is allowed to beobtained is disposed on the field, cause the fighting character toperform an action with respect to the collection object, and set theitem associated with the collection object in a player’s possession. 27.The game system according to claim 16, wherein the processor is furtherconfigured to at least: display a mark indicating the aiming directionin a display form that differs between the first mode and the secondmode.
 28. The game system according to claim 16, wherein the item is anevent item that causes progression of an in-game event by hitting thefield character, and the processor is further configured to at least: inthe in-game event, when a plurality of the event items have hit thefield character until a clear condition is satisfied, determine that thein-game event is cleared, and when the fight against the field characteris won, cause the clear condition to be easier to satisfy.
 29. The gamesystem according to claim 28, wherein the processor is furtherconfigured to at least: when the fight against the field character iswon, set a limitation on a movement of the field character in thevirtual space during at least a period of time.
 30. The game systemaccording to claim 28, wherein the clear condition is that an eventparameter that is reduced each time the event item hits the fieldcharacter is lower than or equal to a reference, and the processor isfurther configured to at least: when the fight against the fieldcharacter is won, relatively increase a reduction amount of the eventparameter corresponding to hitting by the event item during at least aperiod of time.
 31. A game apparatus comprising a processor, theprocessor being configured to at least: switch between at least a firstand a second mode, based on a first operation input; and in the firstmode, determine an aiming direction in a virtual space, based on asecond operation input, and cause a player character to launch, in theaiming direction, an item that affects a field character disposed on afield in the virtual space, based on a third operation input, and whenthe item is launched at a place where the field character is disposed,give an effect associated with the item to the field character, and inthe second mode, determine the aiming direction, based on the secondoperation input, and cause the player character to launch, in the aimingdirection, a fighting character that fights, based on the thirdoperation input, and when the fighting character is launched at a placewhere the field character is disposed, cause the field character and thefighting character to start fighting against each other on the field.32. The game apparatus according to claim 31, wherein the item includesat least a catching item for catching the field character, the processoris further configured to at least: when the catching item launched inthe first mode hits the field character, perform successful-catchdetermination relating to whether or not the catching is successful; andwhen the result of the successful-catch determination is positive, setthe field character hit by the catching item in a player’s possession.33. The game apparatus according to claim 32, wherein the processor isfurther configured to at least: cause the fighting character and thefield character to fight against each other on the field, based on anoperation input including at least an instruction to attack by thefighting character and an instruction to use an item, after start of thefight; when an instruction to use the catching item is issued during thefight, perform successful-catch determination of whether or not thefield character is successfully caught using the catching item, based ona state of the field character that is changed due to the fight; andwhen the result of the successful-catch determination is positive duringthe fight, set the field character in a player’s possession.
 34. Thegame apparatus according to claim 31, wherein the item is an event itemthat causes progression of an in-game event by hitting the fieldcharacter, and the processor is further configured to at least: in thein-game event, when a plurality of the event items have hit the fieldcharacter until a clear condition is satisfied, determine that thein-game event is cleared, and when the fight against the field characteris won, cause the clear condition to be easier to satisfy.
 35. A gameprocessing method for causing a processor of an information processingapparatus to at least: switch between at least a first and a secondmode, based on a first operation input; and in the first mode, determinean aiming direction in a virtual space, based on a second operationinput, and cause a player character to launch, in the aiming direction,an item that affects a field character disposed on a field in thevirtual space, based on a third operation input, and when the item islaunched at a place where the field character is disposed, give aneffect associated with the item to the field character, and in thesecond mode, determine the aiming direction, based on the secondoperation input, and cause the player character to launch, in the aimingdirection, a fighting character that fights, based on the thirdoperation input, and when the fighting character is launched at a placewhere the field character is disposed, cause the field character and thefighting character to start fighting against each other on the field.36. The game processing method according to claim 35, wherein the itemincludes at least a catching item for catching the field character, thegame processing method further causes the processor to at least: whenthe catching item launched in the first mode hits the field character,perform successful-catch determination relating to whether or not thecatching is successful; and when the result of the successful-catchdetermination is positive, set the field character hit by the catchingitem in a player’s possession.
 37. The game apparatus according to claim36, wherein the game processing method further causes the processor toat least: cause the fighting character and the field character to fightagainst each other on the field, based on an operation input includingat least an instruction to attack by the fighting character and aninstruction to use an item, after start of the fight; when aninstruction to use the catching item is issued during the fight, performsuccessful-catch determination of whether or not the field character issuccessfully caught using the catching item, based on a state of thefield character that is changed due to the fight; and when the result ofthe successful-catch determination is positive during the fight, set thefield character in a player’s possession.
 38. The game processing methodaccording to claim 35, wherein the item is an event item that causesprogression of an in-game event by hitting the field character, and thegame processing method further causes the processor to at least: in thein-game event, when a plurality of the event items have hit the fieldcharacter until a clear condition is satisfied, determine that thein-game event is cleared, and when the fight against the field characteris won, cause the clear condition to be easier to satisfy.